Defintion

algorithm

An unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective.

advanced mode

A setting for JIT in J2Code that means that none of the actions for the sprite are performed until the play button is pressed. See simple mode below.

block menu

A menu of blocks within J2Code visual. examples are motion blocks, looks blocks etc.

blocks

Discrete blocks of instructions within Visual, which can be combined with other blocks to create a program.

broadcast

A method used for one sprite in Visual to communicate some information to all other sprites. An example might be to broadcast "game over".

code

A stored set of instructions encoded in a language understood by the computer that does some form of computation, processing input and/or stored data to generate output.

code area

The white area on the right hand side in Visual which is used to combine blocks of code.

co-ordinates

Coordinates are a set of values that show an exact position. It is common to have a pair of numbers to show where a point is: the first number shows the distance along and the second number shows the distance up or down. In Visual the centre is (0,0) and the four corners starting top left and going clockwise are (-250,250) (250,250),(250,-250) (-250,-250).

condition

In computer science conditional statements perform different computations or actions depending on whether a programmer-specified condition evaluates to true or false.

costume

A costume is one out of possibly many "frames" or alternate appearances of a sprite. Sprites can change their look to any of its costumes. They can be named, created, and deleted, but every sprite must have at least one costume.

debug

To detect and correct the errors in a computer program.

grid

A network of horizontal and vertical lines uniformly spaced, for locating points on a map, chart, or screen by means of a system of co-ordinates.

"if" test

A test used to determine if a condition has been met. See condition above.

input

Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.

integer

A whole number.

motion blocks

The set of blocks used to move a sprite. See blocks above.

procedure

A set of instructions that performs a specific task for a main program, requiring direction back to the proper place in the main program on completion of the task.

random

Having no specific pattern.

simple mode

A setting for JIT in J2Code that means that actions for the sprite are performed immediately. see advanced mode above.

Sprite

Sprites are the images that perform actions in a Visual program. Examples are the Penguin, rocket etc. Note however, that the backgrounds are also sprites.

template

Templates are files designed to help you get started with a task. In J2Code the templates may contain just some sprites and sometimes some code as well.

variable

A way in which computer programs can store, retrieve and change simple data, such as a score for example.

x-position

The position of a sprite in the horizontal direction. see co-ordinates above.

y-position

The position of a sprite in the vertical direction. see co-ordinates above.

Glossary