Arrays game
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Have fun with all sorts of virtual candy while making multiplication arrays and multiplication sentences. This self-checking digital math review game is based on the 3rd grade common core standards 3. You can get this digital game at Games , Interactive Whiteboard. Show more details.
Wish List. Arrays Worksheets, Games, and Activities. Are you working on arrays? This resource includes hands-on activities, games, and worksheets to help students work with arrays, repeated addition, and equal groups. These activities are low prep and designed for second graders, but could easily be adapted for first and third graders. You can use the. Basic Operations , Math , Numbers. Games , Math Centers , Worksheets. Arrays Math Game. Team up to knock out the other team's players.
The last team standing wins! This is by far the most engaging thing I've done for my classroom. My kids get SO excited when we play, and they work super hard all. PDF Internet Activities. Are you look for a fun, interactive way to help your students practice Repeated Addition Arrays?
These BOOM cards just might be exactly what you need to provide an engaging, self checking activity that can be used both in the classroom and at home on most devices. Math Centers , Task Cards. Arrays Game Memory Matching. Array Game: Use this arrays game to build your students' understanding of beginning multiplication, through a low-prep, engaging matching activity! Your math groups will love reviewing arrays with these two Arrays Memory Match games! Two versions are included: a repeated addition version and a mul.
Arithmetic , Basic Operations , Mental Math. Activities , Games , Math Centers. Dice Game for Gr. A basic array is classed as having 1 dimension , but you can have arrays with more than one dimension too.
The sections below explain both types of arrays:. Before going any further let's clarify what an array actually is and how it's structured.
An array is simply a data type that is assigned to a variable, and it can contain not just one value, but multiple values. The image below shows a schematic for a basic array:. This is called a 1D one-dimensional array, and as you can see the array is stored in the variable " a " and contains multiple values.
To access the array you would do something like the following:. The above code gets the value from position 0 of the array " a " then outputs it to the console, which - based on the contents of the array shown in the image above - would output If you did the following:. As you can see, you give the array a variable name and then a value in square brackets [] , where the value is the position in the array to get the data from. So essentially, an array is a container with a number of slots to store values, and each position in the container has a specific number to identify it, which is what we put in the [].
It's worth noting that the contents of an array always start at 0 and can never be negative! We've shown how to check an array for data, but how do we create the array to start with? First it has to be initialized before we can use it or GameMaker Studio 2 will give us an error. Initializing an array just means that we give each slot of the array an initial value in preparation for it to be used elsewhere in the project code.
This is important to remember as it means that you have to do a certain amount of planning before using arrays, but it is easy enough to initialize one using a repeat loop like this:. This simple code will initialize a ten-slot array from 0 to 9 to hold 0, ie: each slot in the array contains the value 0. You will notice that the array has been initialised backwards , with the last value being defined first.
This is not strictly necessary but is the optimal way to do it as it will reserve a space in memory that is the exact size of the array, whereas if you initialize an array from 0 upwards , the memory has to be re-allocated for every additional value added so for a ten-slot array, initialising it in a loop would change the memory allocation ten times.
The speed difference is negligible for smaller arrays, but larger ones should be optimised as much as possible in this way. However, if you try to access a value in an empty array then you will get an error. If you already know which items you want to put into the array, you can add comma-separated values between the brackets when declaring the array:. You should always take care to only access valid array positions, as trying to access a value outside of an array will also give an error.
For example, this will cause the project to crash when run:. The array was only initialised with 5 positions, but we've tried to get position 7 - since arrays are numbered from 0, array[6] is position 7 - therefore the game generates an error and crashes.
Now how do we use an array practically? Exactly the same as we would use a normal variable, as shown in the following examples:. Since arrays are numbered sequentially, this means you can loop through them to perform extra actions too, just like we did to initialize it:.
The above code will add up all the values in our array, draw each one of them and then draw the total value at the end.
The last thing to mention about arrays is that you can delete an array simply by "re-assigning" the variable that defines it to a single value. This will free up the memory associated with all the positions and values for that array. For example:. If the array has multiple dimensions see below , they will all be cleaned up too, and note that when you create arrays in instances, these do not need to be cleaned up when the instance is removed from the game, as they will be removed automatically by the garbage collector on Destroy or Room End.
However, if any of the array positions hold references to dynamic assets, such as particle systems, buffers, or data structures, then these will need to be destroyed before the array is deleted, the instance is destroyed or the room ends. We now know what a 1-dimensional array is, but in GameMaker Studio 2 you can have arrays with multiple dimensions, which are essentially structured as an array inside an array inside an array For example, the following is a 2D two-dimensional array:.
This is essentially telling GameMaker that the array is actually comprised of various 1D arrays. Here's an extended example:. In the above code, array[0] holds another array, and so does array[1].
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