Unit 1 Vocabulary - Lessons 1-11

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Across
  1. 2. used to call a method in a class
  2. 6. an action that an object can perform
  3. 7. consists of a name and parameter list
  4. 10. a mistake in the code that does not follow a programming language's syntax
  5. 12. the class that contains the main method and from where the program starts running
  6. 13. an approach to creating and using models of physical or imagined objects
  7. 15. a collection of programming commands
  8. 17. the rules for how a programmer must write code for a computer to understand
  9. 20. the process of examining code and providing feedback to improve the quality and functionality of the program
  10. 21. written descriptions of the purpose and functionality of code
  11. 22. defines an order for when steps in a process are completed
  12. 24. a named set of instructions to perform a task
  13. 27. to call the constructor to create an object
  14. 28. an operation which saves the latest changes of the code and represents a snapshot of a project
  15. 30. defines the type of value to receive when a method or constructor is called
  16. 31. a characteristic of an object
Down
  1. 1. a class that can be extended to create subclasses
  2. 3. the value returned before a method completes its execution and exits
  3. 4. an instance of a class
  4. 5. a block of code that has the same name as the class and tells the computer how to create a new object
  5. 8. a class that extends a superclass and inherits its attributes and behaviors
  6. 9. to exit a method and go back to the point in the program that called it with the requested value or information
  7. 11. a finite set of instructions that accomplish a task
  8. 14. an object-oriented programming principle where a subclass inherits the attributes and behaviors of a superclass
  9. 16. consists of the class keyword and the name of the class
  10. 18. specifies that a method should not have a return value
  11. 19. a set of guidelines and best practices for formatting program code
  12. 20. a programmer-defined blueprint from which objects are created
  13. 23. a text note to explain or annotate the code and is ignored when the program is run
  14. 25. a sequence of characters enclosed in quotation marks
  15. 26. a person who designs, develops, and tests software for home, school, and business use
  16. 29. the specific value provided when a method or constructor is called