CLass 6
Across
- 2. Breaking a large problem into smaller, manageable parts.
- 5. A diagram that uses symbols and arrows to represent the steps of an algorithm.
- 9. Repeating a set of instructions until a condition is met or for a fixed number of times.
- 10. The part of a program through which a user interacts with it.
Down
- 1. A programming construct that allows a program to choose between different paths based on a condition.
- 3. An early model of a product or program created to test an idea.
- 4. A named group of instructions that performs a particular task and can be reused.
- 6. The order in which instructions are carried out in a program.
- 7. A named storage location used to hold data that can change while a program runs.
- 8. A message or instruction given to a computer or AI tool to tell it what to do.