AP Computer Science Principles Vocab

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Across
  1. 3. A variable declared in a function or method definition that acts as a placeholder for an argument passed into it during a call.
  2. 6. A control structure where the computer decides which path of execution to follow based on whether a Boolean condition is true or false.
  3. 7. A user-defined template or blueprint that specifies the properties (data) and methods (behavior) common to objects created from it.
  4. 9. The process of transforming plain readable text into an encoded, unreadable format to prevent unauthorized access, requiring a key to decrypt.
  5. 10. A strongly-typed dynamic collection class in C# (System.Collections.Generic) that automatically resizes itself as elements are added or removed.
  6. 11. A special method within a C# class that automatically executes when a new object instance is created, typically used to initialize fields or properties.
  7. 12. A classification in C# (such as int, string, bool, double) that defines what kind of value a variable can store and what operations can be performed on it.
  8. 14. A concrete instance of a class that resides in memory, containing actual values for the properties defined by its class blueprint.
  9. 15. An Object-Oriented Programming principle that bundles data and methods into a single unit (a class) while restricting direct external access to internal fields using access modifiers (private, public).
  10. 18. A C# feature that uses get and set accessors to provide a flexible mechanism for reading, writing, or validating private class fields.
  11. 19. Data that describes other data, providing contextual details such as file size, creation timestamp, or image resolution.
  12. 20. A problem-solving approach or algorithm designed to find a "good enough" or approximate solution when finding an exact optimal solution is too slow or computationally impossible.
Down
  1. 1. The repetition of a specific block of instructions, commonly implemented using loops (e.g., for, while).
  2. 2. The fundamental unit of digital information, representing a single binary value of either 0 or 1.
  3. 4. The practice of reducing complexity by hiding background operational details and exposing only the essential features to the user or programmer.
  4. 5. A structural container in C# used to organize related classes and libraries, preventing naming conflicts across different parts of a project.
  5. 8. A reusable block of code within a class that executes a specific action or calculation when invoked.
  6. 13. The capability of a system or network to remain operational even if one or more of its individual components experience a failure.
  7. 16. A finite, step-by-step set of clear instructions used to solve a problem or complete a task.
  8. 17. The boundary or region within a program where a declared variable, field, or method is accessible and valid.