Programming concepts

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Across
  1. 3. something that doesn't have a change, for example your name, the name of your city, the speed of light, etc.
  2. 5. came to exist when a computer specialist Dijkstra proposed that large programs could be designed and programmed by using layers or subroutines to be later called by other pieces of the program to perform different actions.
  3. 6. locations in memory where a value will be stored.
  4. 8. In this paradigm, you construct objects that can send and receive messages to perform a specific action.
  5. 9. a particular way of storing and organizing data in a computer so that it can be used efficiently.
Down
  1. 1. is designed to facilitate the writing of computer programs.
  2. 2. a piece of software that, when used while you code, allows you to get your program done faster.
  3. 3. is a block of programming that analyzes variables and chooses a direction in which to go based on given parameters.
  4. 4. refers to the rules and the correct order to combine commands to perform an action or a set of actions.
  5. 7. every sentence given to the computer in order to execute an action.