Control Structures
Control structures determine how a program flows.
They decide:
- which instructions run
- when they run
- how often they run
Every non-trivial program uses control structures.
Sequencing
Sequencing is the default behaviour of a program.
Instructions run:
- from top to bottom
- one at a time
- in the order written
If no decisions or loops are used, a program relies entirely on sequencing.
Sequencing is simple but limited.
Selection (Decision-Making)
Selection allows a program to choose between paths.
A condition is checked, and one of two (or more) actions occurs.
Common uses:
- checking user input
- responding to player actions
- enforcing rules
Figure 4 — Selection using a decision condition
Without selection, programs cannot respond intelligently to input.
Iteration (Repetition)
Iteration allows a program to repeat actions.
This is done using loops.
Common uses:
- repeating game updates
- counting down values
- checking conditions repeatedly
Figure 5 — Iteration using a loop condition
Iteration continues until a condition is no longer met.
Combining Control Structures
Most programs combine:
- sequencing
- selection
- iteration
For example:
- a loop repeats
- a condition is checked inside the loop
- different actions occur based on the result
This combination creates complex behaviour from simple rules.
Control Structures and Bugs
Many bugs are caused by:
- incorrect conditions
- loops that never stop
- logic that never runs
Understanding control structures makes bugs easier to identify and fix.
Control Structures in Assessment
In AS92004, you must:
- use control structures correctly
- explain why they are needed
- show how they affect program behaviour
Using a control structure without understanding it is risky.
Looking Ahead
Control structures are essential for:
- player movement
- collision handling
- scoring systems
- win/lose conditions
They are used constantly in game development.
End of Control Structures