1 00:00:04,069 --> 00:00:10,110 A variable is a container you can store a value in. When you use that variable in an 2 00:00:10,110 --> 00:00:16,180 algorithm, it opens up the container and looks at the value inside. This lets you write smarter 3 00:00:16,180 --> 00:00:21,590 algorithms that behave differently depending on the value stored in the variable. For example, 4 00:00:21,590 --> 00:00:27,470 if you wanted to write an algorithm to say Happy birthday, you're turning 10! to my little 5 00:00:27,470 --> 00:00:32,830 brother, that's great now but when I run it next year I'd want it to say, Happy birthday, 6 00:00:32,830 --> 00:00:39,250 you're turning 11! I could create a variable called age to store my brother's age and write 7 00:00:39,250 --> 00:00:44,949 my algorithm to say Happy birthday, you're turning 'age' instead. Because variable can 8 00:00:44,949 --> 00:00:52,620 change, every year I can update the variable 'age' to equal 'age' plus 1. In this puzzle, 9 00:00:52,620 --> 00:00:57,030 we're going to be using a variable that will set the length of the line our artist draws. 10 00:00:57,030 --> 00:01:02,809 Later on in our code, the move forward block will look at that length variable to see what 11 00:01:02,809 --> 00:01:04,140 value you've set it to.