Which statement would appropriately stop the timer in a program?

Study for the CodeHS Animation and Games Test. Enhance your coding skills with flashcards and multiple-choice questions, featuring hints and explanations. Get ready for your exam!

The statement "stopTimer(draw)" is correct because it directly conveys the action of ceasing the timer that is currently running. In many programming environments, including those used in animation and game development, functions or commands are often named in a straightforward way that describes what they do. The verb "stop" clearly indicates that the timer will halt its operation, making the intent behind the function immediately understandable.

The other options do not align with common naming conventions for stopping a timer. For instance, "removeTimer(draw)" might imply that the timer is being completely removed from the program rather than just stopped. "endTimer(draw)" suggests the conclusion of the timer's lifecycle, which may or may not include stopping it. Similarly, "haltTimer(draw)" uses a term that could imply a temporary or conditional pause rather than a definitive stop. Thus, "stopTimer(draw)" is the most appropriate and effective way to communicate the intention to halt the timer in the program.

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