Introducing to programming
Across
- 2. is the blueprint from which all the objects with the same states and behaviors are created.
- 4. is a set of instructions that a computer can interpret in order to receive data, process it and get an output.
- 6. rules and the correct order to combine commands to perform an action or a set of actions.
- 9. is a programming paradigm aimed at improving the clarity, quality, and development time of a computer program.
- 10. is something that doesn't have a change.
Down
- 1. in this paradigm, you construct objects that can send and receive messages to perform a specific action.
- 3. examples of languages using structured programming
- 5. is every sentence given to the computer in order to execute an action.
- 7. is the method of communication used by humans that can be spoken or written.
- 8. these are locations in memory where a value will be stored.