ProgramA set of commands that run in
order from top to bottom.
DebuggingFinding and fixing the error or
bug in a program.
EditorThe area where all commands
are typed.
StageThe area where the visual output
of a program is displayed.
The Codesters stage is an x, y
coordinate plane.
SpriteAn object on the stage, like a
character or shape, that can
be given commands.
PixelThe unit of measurement on
the stage.
CommentA line in code that is used to
provide information about the
code.
It is ignored by the program and
does not run.
ParameterData that controls how a
command runs
Dot NotationUsing a sprite’s name in
order to give it a
command.
SyntaxThe rules that define the
ways a program must
be written.
CastingChanging the data type of a
variable.
StringA letter, word, or sentence.
Strings appear green on the
stage.
IntegerAny number that is not a
decimal or fraction.
Integers appear blue on the
stage.
VariableA name that stores a value.
ListA name that stores a group of
values.
Data TypeA name that defines the kind
of information a variable holds.
NestingIndentation that controls what
commands belong to what
blocks of code.
LoopA block of code containing
commands that will be run
more than once.
If StatementA block of code containing
commands that will only be
run if a certain condition is
met.
IndexThe number that refers to a
single item’s place inside a
list.
FunctionA named block of code
containing commands that will
run when the function is
called.
ParameterA value passed into a function
or command that controls how
that function or command is
run.
FloatAny number that is a decimal
or fraction.
Floats appear blue in the
editor.
EventA named block of code
containing commands that will
run when a certain action
happens on the stage.
RefactoringThe process of taking a
program or piece of code and
editing it to improve its
structure.