THE BIGBOY
Across
- 4. A system using 0 and 1 to represent data.
- 5. Error: A flaw in the algorithm causing incorrect results.
- 8. Repeating steps in a loop.
- 9. Time: When the program is being translated to machine code.
- 11. Rules that define the structure of code.
- 13. Programming: Optimization technique to solve problems by breaking them into simpler subproblems.
- 15. Control: Managing changes to code.
- 16. A specialized tree-based data structure.
- 17. (Integrated Development Environment): Software for writing code.
- 25. A function that calls itself.
- 26. Simplifying complex systems by modeling classes.
- 27. Search: Efficient algorithm for finding items in a sorted array.
- 29. Statement: Executes code if a condition is true.
- 32. Securing data by converting it into code.
- 33. A function associated with an object.
- 35. A reusable block of code that performs a task.
- 37. Code: The lowest-level programming language, directly understood by the computer’s CPU.
- 40. A number with a decimal point.
- 42. A system for tracking code changes.
- 45. Algorithm: Method to arrange items in order.
- 46. Data provided to a program.
- 47. A node with no children in a tree.
- 49. A technique designed for solving a problem more quickly.
- 50. Converting encrypted data back to its original form.
- 52. A collection following first in, first out (FIFO).
- 55. Instructions written in a programming language.
- 56. A set of instructions for a computer to follow.
- 57. An error that disrupts program execution.
- 58. A separate version of a repository.
- 59. Data produced by a program.
- 60. Case: The condition under which a recursive function stops calling itself.
- 61. A variable used to pass information to a function.
- 62. The smallest unit of data, 0 or 1.
- 66. Saving changes to a repository.
- 68. Executes code if the condition in the if statement is false.
- 69. Structure: A way of organizing data.
- 72. A hierarchical structure with nodes.
- 73. A symbol that performs a calculation (e.g., +, -).
- 75. Complexity: Measure of time and space an algorithm uses.
- 77. (Application Programming Interface): Functions for building software.
- 78. Error: A mistake in the code structure.
- 82. O Notation: Describes the performance of an algorithm.
- 83. Combining changes from branches.
- 85. Code: Original code written by a programmer.
- 89. Error: An error occurring while the program runs.
- 90. When the program is being executed.
- 91. A diagram showing an algorithm’s steps.
- 94. Operator: Operators used to compare values (e.g., ==, !=).
- 95. A collection following last in, first out (LIFO).
- 96. The top node in a tree.
- 97. Blocks for handling exceptions in code.
- 98. A sequence that repeats until a condition is met.
- 99. A fundamental part of a data structure.
Down
- 1. A group of 8 bits.
- 2. A platform for developing software applications.
- 3. Search: Algorithm for traversing graphs level by level.
- 6. A blueprint for creating objects in programming.
- 7. Reasoning in programming to perform tasks.
- 10. A class taking properties from another class.
- 12. Finding and fixing errors in code.
- 14. An instance of a class containing data and methods.
- 18. Type: Defines the kind of data (e.g., integer, string).
- 19. A base-16 number system using 0-9 and A-F.
- 20. Using a single interface for different data types.
- 21. Processing: Collecting and manipulating data to produce meaningful information.
- 22. Loop: Repeats code while a condition is true.
- 23. Force: Solving problems by trying all possible solutions.
- 24. A set of nodes connected by edges.
- 28. A storage location for code.
- 30. A storage location for data with a name.
- 31. Translates code into machine language.
- 34. Language: A programming language that is easy for humans to understand (e.g., Python, Java).
- 36. A connection between nodes in a graph.
- 38. Text in the code meant for programmers, ignored by the computer.
- 39. A type with two values: true or false.
- 41. Value: The value a function gives back after execution.
- 43. A collection of items stored at indexed positions.
- 44. Executes code line by line.
- 48. Design: The process of defining algorithms.
- 51. Operations: Actions that involve receiving data (input) and sending data (output).
- 53. Table: A structure mapping keys to values.
- 54. Algorithm for finding solutions by trying partial solutions and then abandoning them if they don’t work.
- 57. A file that can be run as a program.
- 63. Algorithm: Method for finding an item in a collection.
- 64. Search: Algorithm for traversing graphs by exploring as far as possible along each branch.
- 65. Depth: The number of times a function calls itself.
- 67. Loop: Repeats code a specific number of times.
- 70. Error: An error detected by the compiler.
- 71. Operator: Operators used to form logical statements (e.g., AND, OR).
- 74. Operator: Operators used to perform mathematical operations (e.g., +, -).
- 76. A whole number.
- 79. A step-by-step procedure to solve a problem.
- 80. Algorithm: Algorithm that makes the locally optimal choice at each step.
- 81. A plain language description of an algorithm.
- 84. Hiding details of an object’s implementation.
- 86. A statement that is either true or false.
- 87. A sequence of characters.
- 88. The actual value passed to a function.
- 92. Language: A low-level programming language that uses symbolic names.
- 93. A collection of pre-written code for reuse.