Appendix F — Glossary
One word for each idea, used the same way everywhere in the game and in this book.
- Back, Clear
- Back removes the last digit of the entry; Clear empties it.
- Budget
- The most scans one trial allows (7; the Safe Settings cell scanBudget).
- Button Clicks
- The Logic on Safe Rules that does what each clicked button asks; each button sends it a Custom Event ending in Clicked (scanClicked).
- Card Face
- The Data Structure every piece of a Scan Card carries: scan (its number), guess and clue (in words).
- Card Guess, Card Clue
- The two texts on a Scan Card: the guess, and the clue in words (HIGHER, LOWER, UNLOCKED).
- clickEvent
- The Custom Event a button sends when clicked (a Per Instance Variable of the button).
- Clue
- What a scan tells: Higher, Lower, or Unlocked.
- Clue Word
- The Function that turns a clue (1, -1, 0) into the words a Scan Card shows.
- Code
- The secret whole number, 1 to 100, that opens the safe.
- Code Mark
- One of the marks on screen, one per possible code (100 for 1 to 100).
- Computer
- The binary search that cracks a code the human locks in.
- computerTurn
- The named Recurring Timer of Run: first turn after runDelay, then one turn every runInterval (Safe Settings).
- Digit Key
- One of the ten keypad buttons 0 to 9 (one Object, ten placements).
- Entry
- The number on the keypad display, waiting to be scanned or locked.
- Game Controls
- The Input Context that holds every game Command; it is off while the Myth Lesson is open, and the game’s buttons ask it too.
- Goal line
- The line under the title that says the goal of the role (Human Goal, Computer Goal).
- Guess
- A number tried against the code.
- Human
- The person playing.
- Human Result
-
The line “YOU:
SCAN(S) / UNLOCKED” or “/ OUT OF SCANS” shown beside the computer’s search after Watch computer; also the text Object that shows it. - Human Role, Computer Role
- The two Logic Components on Safe Rules, one turned on at a time, that say what the controls do in each role.
- humanScans, humanUnlocked
- The Safe State fields that keep the human’s result while the computer takes its turn.
- Keypad
- The ten Digit Keys, Back, Clear and the entry display beside them; also the part of the game and its group.
- Lay Out Scan Record
- The Logic on Safe Rules that makes the Code Marks and the Scan Cards when the Safe Room begins.
- Lesson Line
- One line of the Myth Lesson’s words (one Object, placed eleven times).
- Lock Code
- Locking the entry as the secret code during Setup (the LOCK CODE button or Enter).
- Locked, Unlocked, Exhausted
- The trial’s phases: scanning; the code was found; the budget was spent without finding it (Game States).
- Low, High
- The two ends of the range.
- Lowest Code Label, Highest Code Label
- The texts under the two ends of the strip, the lowest code (“1”) and the highest (“100”), read from Safe Settings; the original’s Range Minimum and Range Maximum.
- Mark Face
- The Data Structure a Code Mark carries: code, the code it marks.
- Message
- The line under the safe that says what the last action did (the Global message, words from Safe Copy).
- Midpoint
- floor((low + high) / 2), the computer’s next guess.
- Mode
- The editor’s word for what an Event runs; every Event of this game has one Mode, named for what it does (“Press”, “Scan”). Formerly Mode.
- Myth Lesson
- The optional panel that explains the game’s Functions.
- Myth Lesson (Input Context)
- The Input Context that is on exactly while the lesson is open; it holds F and Escape.
- Myth Lesson Button, Close Lesson Button
- The “Myth lesson” button (opens or closes the lesson) and the lesson’s “Close” button.
- Pause
- Turning Run off with the RUN / PAUSE control (the PAUSE button or A while running); the range, scans and Scan Log stay.
- Player
- The person at the keyboard, in either role. (In the Human role the player cracks the safe; in the Computer role the player chooses the code.)
- Range
- The codes still possible, from low to high, both included.
- Range Line, Possibilities
-
The texts “POSSIBLE CODE:
- ” and “ possibilities remain”. - Readout
- The computer’s lines beside the entry: BINARY SEARCH, NEXT GUESS (or SOLVED IN) and the midpoint formula.
- Readout Line
- The Data Structure the readout line carries for its words and number.
- Reset Trial
- The Function that makes a fresh trial on the same safe; Start New Safe and Start Code Setup begin with it.
- Result Line
- The Data Structure the Human Result text carries: scansUsed, scanWord, outcome.
- Role
- Who is cracking the safe: Human or Computer.
- Role Tab
- One of the two tabs under the title, “I crack it” and “Computer cracks it” (one Object, two placements).
- Run
- Repeat Step on a timer until the trial ends or is paused.
- Run Search
- The Logic Component on Safe Rules that is turned on exactly while Run is on; it owns the computerTurn timer.
- Safe
- The locked box the player tries to open; the whole game is about it.
- Safe Button
- The one Logic Component that every button except the Digit Keys carries; each placement picks the Function its press calls.
- Safe Copy
- The table of the words the player reads, one row per message.
- Safe Room
- The game’s one Scene: the room with the title, the Safe and Safe Rules; also the first part of the game and its group.
- Safe Rules
- The one Object that holds the game’s rules and its Safe State.
- Safe Settings
- The table of tuning numbers, one row “Standard Safe”.
- Safe State
- The Data Structure Safe Rules carries: code and startsNewEntry.
- Scan
- One accepted guess. A guess that is out of range or already ruled out is not a scan and costs nothing.
- Scan Card
- One of the cards on screen, one per scan of the budget, that shows a Scan Log row; made of the card, its Card Guess and its Card Clue.
- Scan Count
-
The counter “
/ ”. - Scan Log
- The table that records each scan of the current trial, one row “Scan N” per scan: guess, clue, low and high.
- scanBudget
- The Safe Settings column that holds the Budget (7).
- Screen Layout
- The table of which piece shows in which situation: a row per piece, a Yes/No column per situation.
- Setup
- The Computer role’s first phase, while the player types and locks a code (the Game State Setup; Configure in the original).
- Shared Variable, Per Instance Variable
- A value a Logic Component needs from the Object holding it: one for the Object (@self.safeRules), or one for each placement (self.digit).
- Situation
- Where the game is for the screen: human, humanDone, codeSetup, searching, running, solved or outOfScans (the role, the phase and Run); Current Situation names it.
- Slot (markSlot, cardSlot)
- An equal share of the strip’s or the row’s width: one per code for the Code Marks, one per scan of the budget for the Scan Cards; each piece sits in the middle of its slot. cardScale is how large a card is drawn when its slot is narrower than cardRoom.
- Step
- One computer turn: choose the midpoint, scan it.
- Step Once
- What STEP and Space do: turn Run off, then take one Step.
- The parts of the game
- The groups, the same in every section and in build order: Safe Room, Keypad (Chapter 1); Scan Guess (Chapter 2); Scan Record (Chapter 3: the Scan Log, Scan Cards and Code Marks); Choose Role, Computer Search (Chapter 4: the roles; Lock Code, Step and the Readout); Compare Same Safe (Chapter 5: Watch Computer and the Human Result), Myth Lesson (Chapter 5).
- Trial
- One attempt on one code, from a new safe until Unlocked or Exhausted.
- Watch Computer
- After a human trial ends, the computer searches the same code.
- Watch Computer Button
- The Watch computer button, shown in the Human role once the trial has ended.
