Introducing to programming

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