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aliceGlossary

Glossary

Learn Alice in FREE step-by-step lessons.

add-to-scene: Adding Characters to a Full Scene(Lesson: Start, Save, Reopen and modify your program)
   One of the problems with starting with a full scene is that you may not be able to find the characters you add.
advanced discussion: Discussion questions on advanced techniques(Lesson: Advanced Techniques: The finishing touches)
   What do you think?
advanced questions: Self Study Questions on advanced techniques(Lesson: Advanced Techniques: The finishing touches)
   What have you learned in the advanced lesson?
age: Ask the user how old they are(Lesson: User Input in Alice3)
   Use the function getIntegerFromUser to ask the user's age.
animals-talk: The animals talk: Parallel Arrays(Lesson: Arrays: Working with lists of objects)
   One array contains animals, the other the things they say
animation discussion: Discussion questions(Lesson: Creating Animation in Alice3)
   What do you think?
animation questions: Self Study Questions(Lesson: Creating Animation in Alice3)
   What have you learned?
arms: Moving the arms(Lesson: Posing Objects in Alice3)
   A biped's two arms are mirror images of each other.
arrow-keys: Object Mover and Key press events(Lesson: Events: Responding to the Mouse and Keyboard)
   Add object mover for the shark so that the user can move it with the arrow keys.
asSeenBy: As Seen By: A different point of view(Lesson: Advanced Techniques: The finishing touches)
   The argument asSeenBy shows a movement through the eyes of another object.
atmosphere: Atmosphere Color (Lesson: Setting up the Alice Virtual World)
   The color of the sky.
background-sound: Playing a background sound(Lesson: Events: Responding to the Mouse and Keyboard)
   To play background music use initializeEventListeners to play sound together with myFirstMethod.
ball-cost: Cost of 3 Soccer Balls(Lesson: A Little Math)
   How much does one soccer ball cost? Then 3 would cost total=cost * 3
billboards: Using billboards to display images(Lesson: Advanced Techniques: The finishing touches)
   A UFO lands in Paris using a billboard with a picture of Paris.
Biped Class: Biped Class (Lesson: Introduction to Alice 3)
   Bipeds walk on two legs in Alice. This includes people, but also some animals such as the wolf, a cat, and bunny.
birds: Birds spread wings and say something(Lesson: Arrays: Working with lists of objects)
   An array of birds perform
blank slate: Blank Slates (Lesson: Start, Save, Reopen and modify your program)
   A way to start a new project by choosing a ground texture: mars, ocean, room, grass, etc.
bool-drill: A drill on Boolean values(Lesson: Boolean Expressions: true or false)
   See if you can do these comparisons
boolean-if: Using Boolean Expressions in If Block(Lesson: Boolean Expressions: true or false)
   Ask if Thor is happy, he says ha-ha or boo-hoo
breakspell: Break the Spell(Lesson: Class Procedures in Alice3: Reusable Code)
   A Scene procedure is used to break the spell.
bunny-gopherhole: Calculate Distance to Move Bunny(Lesson: Calculations and Functions)
   Distance to move to be next to something
camelCase: Camel Case(Lesson: Your First program: Hello World)
   Camel Case is the naming convention of starting a name with a lower case letter, then using an uppercase letter for each new word. Examples: userName, madHatter, badDude, etc. Names can not have a space, and camelCase is a way to separate words in a name to make it easier to read.
camera: Camera (Lesson: Setting up the Alice Virtual World)
   Every Alice world includes a camera. The camera is point of view of the user of the Alice world. The camera can be changed to zoom in or out or even to move around with another object.
camera markers: Using Camera Markers(Lesson: Setting up the Alice Virtual World)
   Camera markers let you set up positions for the camera to move to
camera markers, cinderella: Cinderella scenes with camera markers(Lesson: Advanced Techniques: The finishing touches)
   The camera uses camera markers to switch from scene on the left and one on the right.
Uses two different Cinderellas.

camera vehicle: A UFO as the vehicle for the camera(Lesson: Advanced Techniques: The finishing touches)
   Video show how to assign a vehicle to the camera.
canvas wall: Hang Picture on Wall(Lesson: Setting up the Alice Virtual World)
   Putting a canvas on the wall
car-door: Opening and shutting a car door(Lesson: Posing Objects in Alice3)
   Open the car door in scene view using one shots
change scene: A Simple way to change scenes(Lesson: Advanced Techniques: The finishing touches)
   Create scene procedures and change the ground and visibility of objects.
changes: Changing the position of camera and objects(Lesson: Setting up the Alice Virtual World)
   Using the various handles
child-adult: Child or Adult? Comparing values(Lesson: Boolean Expressions: true or false)
   Compare age to determine if child or adult
code: Code (Lesson: Start, Save, Reopen and modify your program)
   Code is all of the statements that are part of the program.
code editor: Code Editor (Lesson: Start, Save, Reopen and modify your program)
   In Alice you add and edit code in the code editor by dragging tiles into the code area.
code preference: Change the code preference to Java(Lesson: Your First program: Hello World)
   Show your code in the same mode as the videos.
coffee-tea: The user is offered coffee and tea(Lesson: Boolean Expressions: true or false)
   See if you can add another choice
collisions: Collisions(Lesson: Events: Responding to the Mouse and Keyboard)
   Making something happen when objects collide.
color: Color (Lesson: Setting up the Alice Virtual World)
   Color is one of the properties of objects that can be changed.
come-dog: Make the dog crazy: Several Parameters(Lesson: Class Procedures in Alice3: Reusable Code)
   Several parameters are added to call the dog.
comments: Comment (Lesson: Your First program: Hello World)
   Comments start with //. Comments do not change the execution of the program, but are a very important tool for programmers. Comments are one way of documenting your code. Ideally, there should be a comment at the top of myFirstMethod giving your name and a description of the program. Each procedure, function or block of code should also have a comment.
comments adding: Adding comments(Lesson: Your First program: Hello World)
   This video demonstrates how to add comments.
control structures: Control Structures(Lesson: Creating Animation in Alice3)
   Control structures control the order in which statements are executed.
count, wave: Using a count loop to wave(Lesson: Creating Animation in Alice3)
   Use count control structure to wave 3 times
count down, blast off: Count down and blast off!(Lesson: Creating Animation in Alice3)
   Counting down with a while loop: 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 blast off!
count loop: Using a count loop to count to 3.(Lesson: Creating Animation in Alice3)
   Use count control structure to count to 3.
counter: Counter (Lesson: A Little Math)
   A counter is a variable that is initialized to 0, then add 1 to it when the thing you are counting occurs.
counter-loop: Counter Loops(Lesson: Calculations and Functions)
   Using a while loop to count using counter=counter+1
counter2: 3 Guys take turns counting(Lesson: Calculations and Functions)
   Using a while loop to count using counter=counter+1
counter example: Counters(Lesson: A Little Math)
   Penguins count using counter=counter+1
counting loop, toddler: Counting with a while loop(Lesson: Creating Animation in Alice3)
   A toddler says 1, 2, 3 using a while loop
crash: Crashing(Lesson: Introduction to Alice 3)
   Alice tends to crash, but there are steps to avoid frustration.
create program: About the first program(Lesson: Your First program: Hello World)
   Important things to remember when you create the first program
dancing-bird: Variables for movement(Lesson: Variables in Alice3)
   Variables are useful for any movement
dancing-chicken: A Dancing Chicken using move, turn and roll(Lesson: Understanding the Alice Virtual World)
   How to add move, turn and roll procedures to the code
data-types: Data Types(Lesson: Variables in Alice3)
   Values in Alice can be string, integer, double, Boolean or any of the gallery classes.
depth: Depth (Lesson: Setting up the Alice Virtual World)
   The depth is one of the properties of all 3D objects. Depth is the distance from the front to the back of a 3D object. The function getDepth is used to retrieve its current value. The setDepth procedure is used to change the value. The width, height and depth properties will stay in proportion.
direction: Directions(Lesson: Understanding the Alice Virtual World)
   Each object has a sense of direction: forward, backward, left, right, up, backward, and down.
disable-procedure: Disabling Procedure(Lesson: Scene Procedures in Alice3)
discussion: Discussion questions(Lesson: Events: Responding to the Mouse and Keyboard)
   What do you think?
distance: Calculate Distance to Move Skater(Lesson: Calculations and Functions)
   Distance to move to be next to something
division: Division (Lesson: A Little Math)
   Division is performed using the / operator.
division drill: Integer Division Drill(Lesson: A Little Math)
   Practice integer division.
do in order: Do in Order (Lesson: Creating Animation in Alice3)
   Statements inside a do in order block are executed one after the other in sequence.
do together: Do Together (Lesson: Creating Animation in Alice3)
   Statements inside a do together block are executed concurrently: all at the same time.
do together example: Using doTogether(Lesson: Your First program: Hello World)
   Animals all say hello at the same time.
dog-wag-tail: A dog wags his tail continuously(Lesson: Events: Responding to the Mouse and Keyboard)
   The addSceneActivationListener makes a dog wag his tail continuously while other actions take place.
dolphin-tricks: Dolphin tricks: Moves, Turn and Roll(Lesson: Understanding the Alice Virtual World)
   A dolphin moves up, down, left and right
drag-drop: Drag and Drop(Lesson: Events: Responding to the Mouse and Keyboard)
   Using default model manipulation in event listeners lets the user drag and drop objects at run time.
eagle: Eagle flies around the mesa(Lesson: Understanding the Alice Virtual World)
   Eagle flies places using place and spatial relations.
edit: Editing variables(Lesson: Variables in Alice3)
   Add to variable
edit code: Editing the code(Lesson: Start, Save, Reopen and modify your program)
   Edit the code, change the object, add parameters, and delete or disable statements.
editors: Code Editor vs. Scene Editor(Lesson: Your First program: Hello World)
   Add 3D models in setup scene, add code in code view.
export procedures: Export and Import procedures(Lesson: Advanced Techniques: The finishing touches)
   This video illustrates how to export and import procedures and functions.
favorite-food: Ask the users their favorite food(Lesson: User Input in Alice3)
   Wolf asks "What's your favorite food?", then says that is his favorite too.
final project: Create a Final Project(Lesson: Introduction to Alice 3)
   The final project, animating a fairy tale, or other known story, teaches you to design, test, and debug a larger project.
final project step1: Complete Step 1 of the final project.(Lesson: Your First program: Hello World)
fish: Fish swim to cave with procedure(Lesson: Arrays: Working with lists of objects)
   Each fish swims to cave with procedure
fish-topdown: Move code to procedures(Lesson: Scene Procedures in Alice3)
flowcharts: Flowcharts(Lesson: The Software-Lifecycle)
   A flowchart is a drawing that shows the steps in an algorithm.
flowcharts, drawing: Drawing Flowcharts(Lesson: The Software-Lifecycle)
   Video shows how to draw flowchart using draw.io
Flyer Class: Flyer Class (Lesson: Introduction to Alice 3)
   The Flyer class has wings in Alice. This includes all birds, including the penguin.
fog density: Fog Density (Lesson: Setting up the Alice Virtual World)
   A fog density of 0 is no fog, 1 is completely covered in fog with 0 visibility.
function: functions vs procedures (Lesson: A Little Math)
   There are two tabs on the left in code view. Functions return a value, whereas procedures just do something.
function example: How far is the cave?(Lesson: A Little Math)
   We use a function to find how far away something is.
function vs procedures: Functions vs. Procedures(Lesson: Start, Save, Reopen and modify your program)
   In addition to procedures, there are also functions.
functions: Writing functions(Lesson: Calculations and Functions)
   Create a function to get distance to move next to something
functions-using: Using Functions(Lesson: Understanding the Alice Virtual World)
   Shows the difference between procedures and functions.
gallery tour: A Gallery Tour(Lesson: Introduction to Alice 3)
   Video overview of the 3D models available
game rock paper scissors: A game: Rock, Paper, Scissors(Lesson: The Software-Lifecycle)
   Explanation and Pseudocode for the game
game rock paper scissors flowchart: Flowchart for Rock, Paper, Scissors game(Lesson: The Software-Lifecycle)
   The top level flowchart for the rock paper scissors game is shown.
game rock paper scissors truth table: Truth table for Rock, Paper, Scissors game(Lesson: The Software-Lifecycle)
   Video creates a truth table in Excel.
get-boolean: Martian asks if he is on Mars(Lesson: User Input in Alice3)
   We ask the user for a Boolean value.
goldcoins: The fish share the gold coins(Lesson: A Little Math)
   Learn about division and remainders.
ground: Ground (Lesson: Setting up the Alice Virtual World)
   All Alice world start with a ground object. You can change this to a solid color, a texture such as grass, moon or dirt. You can also import an image to display instead of the other choices.
ground, changing: How to Change the ground(Lesson: Setting up the Alice Virtual World)
   Change the ground, opacity, add fog, light from above and below
handles: Handles (Lesson: Setting up the Alice Virtual World)
   Handles are used to position objects in the scene editor.
height: Height (Lesson: A Little Math)
   The height is one of the properties of all 3D objects. The function getHeight is used to retrieve its current value. The setHeight procedure is used to change the value. The width, height and depth properties will stay in proportion.
height example: How tall is the snow-woman?(Lesson: A Little Math)
   We use a function to find height.
hello-user: Ask the users name and say hello(Lesson: User Input in Alice3)
   Use the function getStringFromUser to ask the user his name, then say hello using the name entered.
hello discussion: Discussion(Lesson: Your First program: Hello World)
   What do you think?
hello questions: Self Study Questions(Lesson: Your First program: Hello World)
   What have you learned?
hello world importance: Why Hello World?(Lesson: Your First program: Hello World)
   Why you should write the Hello World program
hello world program: The first program: Hello World(Lesson: Your First program: Hello World)
   This video demonstrates how to create your first program.
how-many-penguins: The seagull asks how many penguins there are.(Lesson: Boolean Expressions: true or false)
   See if you can add to this project
import procedures: Export and Import procedures(Lesson: Advanced Techniques: The finishing touches)
   This video illustrates how to export and import procedures and functions.
infinite loop: Infinite Loop (Lesson: Creating Animation in Alice3)
   An infinite loop is one that is never going to end. The control structure while(true) is an infinite loop. It is also called an endless loop.
installation: Installing Alice 3(Lesson: Introduction to Alice 3)
   Install Alice in Windows or Mac
introduction discussion: Discussion questions(Lesson: Introduction to Alice 3)
   What do you think?
introduction questions: Self Study Questions(Lesson: Introduction to Alice 3)
   What have you learned?
java: Java Code (Lesson: Start, Save, Reopen and modify your program)
   Java is a programming language very similar to Alice code. In these lessons code is shown in Java style. Setting preferences for Java code will make it easier to follow these lessons.
joints: Segments of an elephant's trunk as an array(Lesson: Arrays: Working with lists of objects)
   The segments of an elephant's trunk, tail and a few other things are an array.
jokester: S Jointed Model as variable(Lesson: Variables in Alice3)
   The jokester can be any of the animals.
keypress: The keypress event(Lesson: Events: Responding to the Mouse and Keyboard)
   Learn how to listen for a key press (typing a letter) and respond
leg, raise: Raising the leg(Lesson: Posing Objects in Alice3)
   Try raising the other leg.
legs, move: Moving the legs(Lesson: Posing Objects in Alice3)
   Legs both descend down from the body
but are mirror images of each other from left to right.

lifecycle discussion: Discussion questions(Lesson: The Software-Lifecycle)
   What do you think?
lifecycle questions: Self Study Questions(Lesson: The Software-Lifecycle)
   What have you learned?
loki-wave: Loki Waves(Lesson: Class Procedures in Alice3: Reusable Code)
   Video shows statements for making Loki wave.
loki-wave-parameters: Adding Parameters to a Procedure(Lesson: Class Procedures in Alice3: Reusable Code)
   Parameters are added so that we can vary the amount to wave and times to wave.
loki-wave-procedure: A Biped Waving Procedure(Lesson: Class Procedures in Alice3: Reusable Code)
   Copy the code for Loki waving to create procedure for any biped to wave.
loop: Loop (Lesson: Creating Animation in Alice3)
   A loop is a control structure that repeats the code in its block. Loops in Alice include while, count and 'for each in'
loop, bunny shake no: Using a count loop to shake head no.(Lesson: Creating Animation in Alice3)
   Use count control structure to shake head no 3 times
loop, count: Using a count loop to count to 3.(Lesson: Creating Animation in Alice3)
   Use count control structure to count to 3.
loop, infinite: Infinite Loop (Lesson: Creating Animation in Alice3)
   An infinite loop is one that is never going to end. The control structure while(true) is an infinite loop. It is also called an endless loop.
loop, while: While Loop (Lesson: Creating Animation in Alice3)
   A while block is a control structure that loops (repeats) while a condition if true. The statement while(count<5) will cause the block to execute until count is 5 or more. The statement while(True) will create an endless or infinite loop.
loop count, wave: Using a count loop to wave(Lesson: Creating Animation in Alice3)
   Use count control structure to wave 3 times
marker: Marker (Lesson: Creating Animation in Alice3)
   Alice has two types of markers: Camera Markers and Object markers. Markers are used to store a location or position in the world. You can add and edit markers in the scene setup tab. Once you have added a marker, you can reference that marker in the code.
marker, object: Object Marker (Lesson: Creating Animation in Alice3)
   Object markers are used to store a location in the world. You can add and edit markers in the scene setup tab. Once you have added a marker, you can reference that marker in the code. For instance, you might put a marker in front of the gate, and then have a character move to that marker at some point in the code.
markers: Using Markers(Lesson: Setting up the Alice Virtual World)
   Markers let you set up positions for objects to move to
markers, editing: Editing markers(Lesson: Creating Animation in Alice3)
   Edit object markers: add, delete, re-rename, and change the color
markers pixie: Pixie moves between marked locations(Lesson: Creating Animation in Alice3)
   Pixie moves between several markers.
math discussion: Discussion questions(Lesson: A Little Math)
   What do you think?
motion: Movement in Alice(Lesson: Understanding the Alice Virtual World)
   Video demonstrates the basic principles of object motion and rotation
mouse-click: Click on the bear event(Lesson: Events: Responding to the Mouse and Keyboard)
   The bear says something when the user clicks on him.
mouse-click2: Click on several different objects(Lesson: Events: Responding to the Mouse and Keyboard)
   Each animal says something when clicked
move between markers: Moose and skunk move between marked locations(Lesson: Creating Animation in Alice3)
   Markers let objects move to a marked position.
move back and forth: Fish swims back and forth(Lesson: Creating Animation in Alice3)
   It's important to start and end in the same position.
move in circle: Yeti circles around baby penguin(Lesson: Creating Animation in Alice3)
   Uses an endless while loop to circle continuously.
move legs: Moving the legs(Lesson: Posing Objects in Alice3)
   Legs both descend down from the body
but are mirror images of each other from left to right.

multiply monkey jump: Monkey jumps for banana(Lesson: A Little Math)
   Monkey jumps a bit higher each time by multiplying variable by 1.3
name: Name of variables(Lesson: Variables in Alice3)
   Variable names must follow rules, such as no spaces.
name-drill: Drill on names(Lesson: Variables in Alice3)
   See if you can select the valid names.
naming conventions: Naming conventions(Lesson: Your First program: Hello World)
   Follow these conventions for the names you give objects, variables and methods.
nighttime: Ask if it is nighttime(Lesson: Boolean Expressions: true or false)
   The function getBooleanFromUser gives a choice of true or false.
object-arrays: An array of animals(Lesson: Arrays: Working with lists of objects)
   An array of SJointedModel contains, yeti, tortoise and stuffedTiger
object marker: Object Marker (Lesson: Creating Animation in Alice3)
   Object markers are used to store a location in the world. You can add and edit markers in the scene setup tab. Once you have added a marker, you can reference that marker in the code. For instance, you might put a marker in front of the gate, and then have a character move to that marker at some point in the code.
objects: Objects(Lesson: Introduction to Alice 3)
   Shows some of the main categories
objects-counting: Animals counting(Lesson: Arrays: Working with lists of objects)
   An array of animals take turns to count
one shots: One Shots (Lesson: Setting up the Alice Virtual World)
   A 3D model can be posed in the scene editor using one shots. This is a good way of experimenting to find how much you need to rotate a joint or whether to roll or turn.
oneshotssubparts: Posing using One Shots(Lesson: Posing Objects in Alice3)
   Learn to pose subparts in scene editor using One Shots
opacity: Opacity (Lesson: Setting up the Alice Virtual World)
   The opacity of an object can be set to 1 to make it invisible, or 0 to make it invisible. Values in between 0 and 1 can be used to make something translucent or to create a ghost.
orientation: Orientation (Lesson: Setting up the Alice Virtual World)
   Orientation is an objects position and direction in the world. Any movement of a object will be in relation to its orientation, not the viewer. If an object is facing to the right, moving it forward will move it to the right. If an object is facing up, moving forward will move it up towards the sky.
panda-turn: Panda asks how much to turn(Lesson: User Input in Alice3)
   We ask the user for a double and the panda spins around that amount.
panda-turn-fast: Panda says "Whee!" if turning fast(Lesson: Boolean Expressions: true or false)
   Panda says "Whee" if amountToTurn > 2.0
pass-fail: Pass or Fail(Lesson: Boolean Expressions: true or false)
   Compare a score to 65 and say "Pass" or "Fail"
pivot point: Pivot Point (Lesson: Setting up the Alice Virtual World)
   Every 3D object has a pivot point. When you write code to turn or roll an object, it will turn or roll around that pivot point. The pivot point for most characters is at the bottom, between the feet. The pivot point for a shere is in the center. You can figure out where the pivot point is by rotating it.
pose, hands on head: Hands on the head(Lesson: Posing Objects in Alice3)
   Variables are used to make it easier to experiment
poses-code: Posing using code(Lesson: Posing Objects in Alice3)
   Code is used to pose a subpart.
poses-setup: Posing in Scene Editor(Lesson: Posing Objects in Alice3)
   Learn to pose subparts in scene editor using handle tools.
poses discussion: Discussion questions on poses(Lesson: Posing Objects in Alice3)
   What do you think?
poses questions: Self Study Questions on poses(Lesson: Posing Objects in Alice3)
   What have you learned?
procedure: functions vs procedures (Lesson: A Little Math)
   There are two tabs on the left in code view. Functions return a value, whereas procedures just do something.
procedures: Procedures for top down design(Lesson: Scene Procedures in Alice3)
   Video shows how to use procedure for top down design.
procedures, import, export: Export and Import procedures(Lesson: Advanced Techniques: The finishing touches)
   This video illustrates how to export and import procedures and functions.
project: Complete Step 2 of the final project.(Lesson: The Software-Lifecycle)
project, final: Create a Final Project(Lesson: Introduction to Alice 3)
   The final project, animating a fairy tale, or other known story, teaches you to design, test, and debug a larger project.
Prop Class: Prop Class (Lesson: Introduction to Alice 3)
   The Prop Class includes all of the things such as scenery, food, buildings, etc.
properties: Properties (Lesson: Setting up the Alice Virtual World)
   All objects have properties such as width, height, color, opacity, and position as X, Y, and Z. You can change these properties using procedures, or retrieve their values using functions.
properties, add to class: Adding properties to a class(Lesson: Advanced Techniques: The finishing touches)
   Video shows how to add properties to a class.
pseudocode: Pseudocode(Lesson: The Software-Lifecycle)
   Step by step instructions written in human language. For example in pseudocode we might write "the ball bounces", but the actual code would have the ball move up and down.
Quadruped Class: Quadruped Class (Lesson: Introduction to Alice 3)
   Quadrupeds walk on 4 legs in Alice, this includes most animals, including the tortoise and a lizard.
questions: Self Study Questions(Lesson: Events: Responding to the Mouse and Keyboard)
   What have you learned?
quiz-tf: A True/False Question(Lesson: Boolean Expressions: true or false)
   Using if to tell the user the answer is right.
quizgame: A Quiz Game(Lesson: Boolean Expressions: true or false)
   This video shows how to create a quiz and keep track of number right.
rabbit-fall: Rabbit Falls in Pond using Functions(Lesson: Understanding the Alice Virtual World)
   Uses the functions getDistanceTo and getHeight.
raise leg: Raising the leg(Lesson: Posing Objects in Alice3)
   Try raising the other leg.
random discussion: Discussion questions(Lesson: Random Numbers)
   What do you think?
random number: Random Number (Lesson: Random Numbers)
   Alice has a few functions that return pseudo random numbers. Random numbers can be used to create games, and also to create more natural movements. For instance, when you walk, every step is not exactly the same size. Using a random number for the size of the step will make the movement more realistic. Instead of stepping a distance of exactly 1.1, you might use a random number between 0.9 and 1.2
random number, 1 to 6: Displaying values from 1 to 6(Lesson: Random Numbers)
   A random integer from 1 to 6 inclusive to roll die
random number, addition quiz: Addition Quiz(Lesson: Random Numbers)
   Bears ask you to add numbers, then tells how many you got right.
random number, example: Displaying some random values(Lesson: Random Numbers)
   Uses textModel to display a random double value between 0 and 1.
random number, fish back and forth: A Fish swims back and forth(Lesson: Random Numbers)
   Random numbers for the distance to swim makes it more realistic.
random number, guess number: Guess the Aliens number(Lesson: Random Numbers)
   Loops until the user guesses the number: give hints "too high" and "too low"
random number, hidden fish: A Counting Quiz(Lesson: Random Numbers)
   How many fish do you see? (Some of the fish are invisible.)
random number, panda turns: Panda Turns a Random Amount(Lesson: Random Numbers)
   A random double
random number, penguin jumping: A Penguin Jumps Up and Down(Lesson: Random Numbers)
   Use a random value each time he jumps to make it look more realistic.
random questions: Self Study Questions(Lesson: Random Numbers)
   What have you learned?
ready-set-go: Arrays: Ready, Set, Go!(Lesson: Arrays: Working with lists of objects)
   Tortoise says "Ready", "Set", "Go" using array
remainder: Remainder Drill(Lesson: A Little Math)
   Practice finding remainders.
reopen: Open an existing project(Lesson: Start, Save, Reopen and modify your program)
   Instead of selecting a template choose other tabs: starters, my projects, recent, file.
restaurant: Restaurant? Using AND: &&(Lesson: Boolean Expressions: true or false)
   Need restaurant with hamburgers and pizza
room-change: Editing the room template(Lesson: Start, Save, Reopen and modify your program)
   Change the walls, ceiling and floor in the room template.
say command: Editing the say command(Lesson: Your First program: Hello World)
   This video demonstrates how to create your first program.
scene-parameters: Scene Parameters(Lesson: Scene Procedures in Alice3)
   Adding parameters makes the procedure more versatile.
scene change: A Simple way to change scenes(Lesson: Advanced Techniques: The finishing touches)
   Create scene procedures and change the ground and visibility of objects.
scene editor: Scene Editor (Lesson: Start, Save, Reopen and modify your program)
   In Alice you will be working in either the scene editor or the code editor. In the scene editor, you add all of the 3D characters, you can pose them, change the size, adjust the camera angles, and create markers.
scene transitions: Adding transitions to scene changes(Lesson: Advanced Techniques: The finishing touches)
   Transitions are created by fading a billboard in and out.
sceneprocedures: Scene Procedures(Lesson: Scene Procedures in Alice3)
   Hello World using procedures.
sceneprocedures2: Scene Procedures2(Lesson: Scene Procedures in Alice3)
   The Yeti family says hello and goodbye using procedures.
scenes: Both an Indoor and Outdoor Scene(Lesson: Scene Procedures in Alice3)
scope, variables: Scope of variables(Lesson: Creating Animation in Alice3)
   It's important where you declare variables.
setup discussion: Discussion questions(Lesson: Setting up the Alice Virtual World)
   What do you think?
setup questions: Self Study Questions(Lesson: Setting up the Alice Virtual World)
   What have you learned?
shapes, text: Shapes/Text (Lesson: Advanced Techniques: The finishing touches)
   In the scene editor there is a tab in the Gallery labeled Shapes/Text. Here you will find shapes such as disc, cone, cylinder, sphere, torus, and box. You will also find the billboard and the textModel. These objects do not have any subparts, but they can be moved and rotated and used in a variety of ways. For instance, the billboard can display images, the textModel can be used as scoreboard in a game, and the sphere can be colored red to create an apple.
sim people: Sim People(Lesson: Your First program: Hello World)
   Sim people let you customize the appearance of a person.
slower: Look up, Say it slower(Lesson: Start, Save, Reopen and modify your program)
   Make the witch look up, say the words slower.
sound: Playing Sounds(Lesson: Scene Procedures in Alice3)
   Video shows how to import and play any mp3 file.
sound, playing: Playing Sounds(Lesson: Advanced Techniques: The finishing touches)
   Video shows how to import and play any mp3 file.
stacking boxes: Camera views: Stacking Boxes(Lesson: Setting up the Alice Virtual World)
   Different views help to stack 3 boxes
start discussion: Discussion questions(Lesson: Start, Save, Reopen and modify your program)
   What do you think?
start questions: Self Study Questions(Lesson: Start, Save, Reopen and modify your program)
   What have you learned?
starters: Starters (Lesson: Start, Save, Reopen and modify your program)
   When you start a new project there is a Starters tab that lets you select from several complete scenes. For instance, the lagoon has seaweed, shells, treasure chests, stacks of coins, sand castles, caves and a pirate ship already arranged.
starting template: Select a starting template(Lesson: Your First program: Hello World)
   There are many templates: grass, sea floor, snow, room, mars, and more.
storyboard: Storyboards(Lesson: The Software-Lifecycle)
   A storyboard helps you design the entire movie: each scene shows the actors, positions, and scenery
substitutes: Substitutions for things you can't find(Lesson: Introduction to Alice 3)
   You won't find everything you want.
Swimmer Class: Swimmer Class (Lesson: Introduction to Alice 3)
   The Swimmer Class has two subclasses: Fish and Marine animals (dolphin, manatee, orca and walrus.)
taller: Who is taller? Finding larger of 2(Lesson: Boolean Expressions: true or false)
   Use the function getHeight to find the taller of two animals
tallest: Who's the tallest?(Lesson: Arrays: Working with lists of objects)
   People are in an array, a loop is used to find the tallest.
teenager: Teenager? Using AND: &&(Lesson: Boolean Expressions: true or false)
   You are a teenager if age >=13 AND age <= 19
template: Template (Lesson: Start, Save, Reopen and modify your program)
   When you start a new Alice project you can select from one of several templates such as grass, water, or Mars. You can easily change this in the scene setup window and there are more templates available.
text, shapes: Shapes/Text (Lesson: Advanced Techniques: The finishing touches)
   In the scene editor there is a tab in the Gallery labeled Shapes/Text. Here you will find shapes such as disc, cone, cylinder, sphere, torus, and box. You will also find the billboard and the textModel. These objects do not have any subparts, but they can be moved and rotated and used in a variety of ways. For instance, the billboard can display images, the textModel can be used as scoreboard in a game, and the sphere can be colored red to create an apple.
timer-event: A Timer Event(Lesson: Events: Responding to the Mouse and Keyboard)
   Using the timer event, the penguin says "Help!" at random intervals.
tip: Finding a Tip(Lesson: A Little Math)
   The Mad Hatter calculates 15% tip.
top-down: Scene Procedure for Top-Down Design(Lesson: Scene Procedures in Alice3)
   A Scene Procedure is code that is separate from myFirstMethod
total: Total (Lesson: A Little Math)
   A variable (called an accumulator) can be used to find the total of several items.
total-loop: Loop to add numbers(Lesson: Calculations and Functions)
   A loop to add numbers uses a running total: total=total + number
total-loop2: Loop to add numbers and find smallest and largest(Lesson: Calculations and Functions)
   The first value is the smallest and largest so far.
total 3 items: Cost of 3 different items(Lesson: A Little Math)
   Finds the total of 3 different values: total=total+cost
tour: A Brief Tour of Alice(Lesson: Introduction to Alice 3)
   Video Overview of the components in Alice
transitions, scene: Adding transitions to scene changes(Lesson: Advanced Techniques: The finishing touches)
   Transitions are created by fading a billboard in and out.
Transport Class: Transport Class (Lesson: Introduction to Alice 3)
   The Transport Class has four subclasses: Aircraft, Automobile, Train, and Watercraft
turn-head: Troll turns head(Lesson: Posing Objects in Alice3)
   Use a variable for the amount to turn head, use it to turn to left and right.
type-drill: Drill on type(Lesson: Variables in Alice3)
   See if you can select the correct type.
variable-greeting: Variables for ease of modification(Lesson: Variables in Alice3)
   Use variables to make changes easier
variable-scope: Variable Scope(Lesson: Variables in Alice3)
   Scope is where a variable is available
variable scope: Scope of variables(Lesson: Creating Animation in Alice3)
   It's important where you declare variables.
variables: Variables(Lesson: Variables in Alice3)
   What is a variable?
vehicle: Vehicle (Lesson: Setting up the Alice Virtual World)
   A vehicle is not the same as an instance of the Transport class. In Alice, a vehicle is an object that is assigned to another object so that they move together. For instance, we can make the Pixies hand the vehicle for the magic wand, then when the pixie moves her hand the wand moves with it. You can also make the UFO the vehicle for the camera. As the UFO soars around the mesa, the camera moves with it.
vehicle, camera: A UFO as the vehicle for the camera(Lesson: Advanced Techniques: The finishing touches)
   Video show how to assign a vehicle to the camera.
vehicle example penguin egg: Using Vehicles: A penguin and Egg(Lesson: Setting up the Alice Virtual World)
   Position the egg on penguins feet, then make the penguin the vehicle for the egg
vehicle monkey banana: Using Vehicles: Monkey holding Banana(Lesson: Setting up the Alice Virtual World)
   The monkeys thumb is made the vehicle for the banana
vertical: Moving vertically(Lesson: Setting up the Alice Virtual World)
   Use the handles to turn, roll, and move any of the objects in your project.
walking-procedure: Anyone can walk(Lesson: Class Procedures in Alice3: Reusable Code)
   A procedure for a biped to walk can be used for any biped.
walking algorithm: A Walking algorithm(Lesson: Creating Animation in Alice3)
   Get into position, take three steps, return to starting position.
while loop: While Loop (Lesson: Creating Animation in Alice3)
   A while block is a control structure that loops (repeats) while a condition if true. The statement while(count<5) will cause the block to execute until count is 5 or more. The statement while(True) will create an endless or infinite loop.
while loop, toddler counting: Counting with a while loop(Lesson: Creating Animation in Alice3)
   A toddler says 1, 2, 3 using a while loop
witch: Witch casts spell(Lesson: Class Procedures in Alice3: Reusable Code)
   Parameters let us cast the spell on anything to change it to anything else.
witch-age: The Witch is Older(Lesson: A Little Math)
   What ever age you say you are, the witch says she's older.
x: x (Lesson: Setting up the Alice Virtual World)
   For the x position, 0 is in the middle, positive values are to the right, negative values are to the left.
xyz: x, y, and z (Lesson: Setting up the Alice Virtual World)
   In a 3D world, each object has a position given as values for x, y, and z.
y: y (Lesson: Setting up the Alice Virtual World)
   For the y position, 0 has the pivot point on the ground, positive values are up in the air, negative values are buried in the ground
z: z (Lesson: Setting up the Alice Virtual World)
   For the z position, 0 is in the middle, positive values are in the back, negative values are closer to the camera.