10_SD_terms Flashcards

To introduce formal software development knowledge through 'IFM' BYOB-based activities.

1
Q

a collection of pixels with a set of properties for display on the stage

A

sprite

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2
Q

techniques used to move a sprite around the screen area known as the stage

A

navigation

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3
Q

techniques used inform the program that two sprites are at the same set of screen coordinates

A

collision detection

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4
Q

type of programming language where code is executed in response to events triggered by the user

A

event driven

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5
Q

a name for a memory location used to hold a value

A

variable

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6
Q

a technique whereby one object can send a message to another object, eg to tell that object to carry out code

A

message passing

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7
Q

a test is made; if the test is true a specific action will be carried out

A

condition

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8
Q

commands which will change the order in which lines of code are executed

A

control structure

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9
Q

part of the programming environment where the programmer enters and edits their code

A

text editor

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10
Q

this type of graphic is built up out of individual pixels at a specified resolution

A

bitmap graphics

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