Actions that an object can perform and are a part of the object’s description.

An object that is built using a class

A program location to store information in the computer’s memory and used in a program while executing, like a storage container.

Check for a specific condition (true or false) and is often used in repetition and selection structures.

Named units of code that perform a task or cause an action to take place, such as move forward or jump.

The symbols of an expressions that are evaluated using the mathematical order of precedence, such as + or =

The instance of a particular class defined by its properties and methods.

The rules of the structure, symbols, and words that make up a programming language.

Links the variable name on the left side of the operator with a value on the right side when initializing a variable, such as var playerName = John..

The various characteristics of an object used in creating a class.

Compare values and is often used in repetition and selection structures.

The value used by a method to perform an action, such as the value given to the rotate “method” could be 90 degrees.

An action that takes place while a program is running, such as a mouse click or the pressing of a key.

a combination of variables, values, functions and operators, which are evaluated and produce a new value.

The variable that holds the argument data (value) needed by the method.

A definition or blueprint used to create a particular type of object, providing a detailed description of the object's characteristics (such as that the object should include a size and a color), and it specifies what can be done with the object

The code that tells the program what to do when an event occurs.

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