Unit 7 and 8
Across
- 2. - the instance where a recursive method will return a value rather than calling itself
- 3. - the legal ownership of an individual or company's creations of the mind, such as inventions, literary and artistic works, designs, symbols, names, and images
- 4. - the process of making a copy of the actual value of a variable to pass to a constructor or method
- 5. - a sorting algorithm that shifts each item in a list one at a time to the correct position in the sorted portion of the list
- 6. - a search algorithm that finds a target element in a sorted list by dividing the list in half in each iteration
- 10. - an informal explanation of a program feature written from the perspective of the user
- 11. - when a method calls itself
- 14. - a sorting algorithm that selects the smallest element from an unsorted array in each iteration and places that element at the beginning of the unsorted array
- 15. - the instance where a recursive method calls itself
- 19. - a test conducted to determine if requirements are met
- 22. - the process of dividing a problem into smaller problems, solving the smaller problems independently, then combining the solutions to solve the original problem
- 23. - a standard or point of reference to assess progress
Down
- 1. - a search algorithm that checks each item in order until the target is found
- 7. - the least number of executions an algorithm can take to complete its goal
- 8. - a function that performs a component of another function
- 9. - a divide-and-conquer sorting algorithm that repeatedly breaks down a list into sublists until each sublist consists of a single element and merges those sorted sublists until it results into a sorted list
- 12. - the most number of executions an algorithm can take to complete its goal
- 13. - a prioritized list of tasks to complete for a project
- 16. - the conditions that a program must meet to be accepted by a user
- 17. - a system's ability to function without failure
- 18. - the number of times a code segment runs
- 20. - the average number of executions an algorithm can take to complete its goal
- 21. - the person who will use the program