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What is 1 + 3?
Chapters 1-3 Terms
follows instruction to perform a task
This is what a computer device does...
this a set of instructions that the computer follows
this is a set of well-defined logical steps that must be taken in order to perform a task
this is the only language that a computer understands
this is a number that consists of only 1's and 0's
a programming language
a program written in this is much easier for people to understand than a program written in machine language
this translates a program into machine language
these are the words that make up a programming language
this is a set of rules that must be strictly followed when writing a program
if a program contains even one of these, it cannot be translated into an executable program
this is the part of the Alice environment that holds a list of all the objects in the world
each object in an Alice world has these, which are values that specify the object's characteristics
this is a set of programming statements that an object can execute
this is a description of a particular type of object; you can think of it as a blueprint that objects may be created from
instance of a class
in programming terminology, this is what objects are called
this is a yellow box that appears around an object to indicate that it is selected
this is the part of the Alice environment where an object's properties are displayed
this is how many degrees of freedom objects in a 3D world have
this is what an object turns around when you rotate it
when an object is selected you see three axes displayed in or near the object, which indicate the objects orientation. This is the direction in which the blue axis points.
this what all objects in an Alice world have
first- direction, second- distance/amount
the primitive move method requires two arguments. What are they?
calling the method
when programmers execute a method, which is what they commonly say they are doing..
this is a piece of information that a method requires in order for it to execute
this is a method that only objects of a specific class have
this is the naming convention in which monkeySee is written
this is the naming convention in which WhiteRabbit is written
this is the naming convention in which object names and method names should be written
this is the naming convention in which class names are written
this is a way of writing out the steps of an algorithm in English
this is a graphical diagram that depicts the steps in a diagram
this is a mistake that does not prevent the program from running, but causes it to produce incorrect results
this is a note of explanation that is inserted into a program
this is a structure that causes a group of instructions to be executed simultaneously
Do in order
this is a structure that causes a group of instructions to be executed in the order that they appear inside the structure
This is what a local variable belongs to
the variables type is number
What is meant when the characters 123 appear on a variable tile?
This type of instruction changes the contents of a variable
a variable assignment
This is what an instruction that set s a variable to a value is often called.
a function returns a value back to the instruction that called the function
This is the difference between a method and a function
ask user for a number
This world function allows the user to enter a number, and returns that number
This primitive function returns the distance from one object's center point to another object's center point.
This symbol is used as the multiplication operator in most programming languages
ask user for a string
This world function allows the user to enter a string, and returns that string.
This is what joining two strings is also known as
the a joined with b function
What world function do you use to join two strings?
the what as a string function
What world function do you use to convert a non-string object to a string?
a device that follows instructions for manipulating and storing data
speed slider control
how do you control the speed at which a world is played
world view window
what part of the Alice environment displays a view of the world, as seen through the camera?
graphical building blocks, into an editor fully functional programming statements that you can easily customize
color property and opacity
what is the name of the property that determines an objects color? what is the name of the property that determines whether you can see through an object?
a description of a particular type of object, written in programming statements
what is stored in the Alice galleries
scene editor mode
when you click the "add objects" button, what mode does Alice go into?
object, its lowercase
In an Alice world, would the word dog be the name of a class, or the name of an object? how can you tell?
in what area of the alice environment do you select an objects properties
up and down button
which mouse mode button is not displayed when in quad view mode?
what naming convention are class names written
what naming convention should you use for object names? for method names?
a storage location that is represented by a name
a sequence of characters
belongs to a specific method. It can be used only by the method the variable belongs to. When a method stops executing, it cease to exist in memory.
variable is used to hold an argument that is passed to a method when the method is called.
like a property that belongs to a specific object
A world -level variable is like a property that belongs to the world.
must be unique within method, must be meaningful, must use camelCase convention
function returns a value back to the instruction that called it, and a method does not.
The difference between a function and a method
Ask User Functions
When asking the user for a value, you must use the World's
These functions return values indicating the object's proximity to other objects
return values pertaining to the size of the object
return values indicating the object's position relative to other objects
commonly used by object oriented programming languages to distinguish an object from its methods, properties, functions, etc.
moves centerpoint of object to centerpoint of second object (this one is passed as an argument)
aligns axes of object so that all three point in the same directions as the axes of the second object (passed as an argument)
object is tilted so that is forward axis is aiming at the second object's center point (passed as an argument)
set point of view to
makes location and orientation of object match the location and orientation of second object.