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