Coding and Programming

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Across
  1. 3. A true or false statement that decides which block of code will be executed or performed
  2. 5. An error in a program
  3. 9. The physical components of a computer
  4. 13. Finding and fixing errors or problems in a program
  5. 14. The rules and structure of a programming language that determines how instructions are written
  6. 16. A named storage location in a program that holds a value that can change
  7. 17. Data or information that is provided to a program
  8. 18. Creating a set of instructions that tells a computer how to solve a problem
Down
  1. 1. A set of instructions to be repeated multiple times
  2. 2. An electronic device that can store, process, and retrieve data; it can perform various operations based on instructions given to it
  3. 4. A computer language written in 0s and 1s
  4. 6. Using a programming language to create instructions for a computer to follow
  5. 7. The background of a Tynker project; where you can see your program run
  6. 8. The instructions that tell a computer what to do; includes operating systems, applications and programs
  7. 10. An action that initiates or begins a code block in Tynker
  8. 11. A step-by-step set of instructions that tells a computer how to solve a problem
  9. 12. Short for "picture element;" the smallest unit on a display
  10. 15. A character or item that can be animated in Tynker
  11. 19. The result or response produced by a program after processing data