Unit 3 Intro to Programming

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Across
  1. 3. The action of doing something over and over again.
  2. 4. a collection of commands / functions, typically with a shared purpose
  3. 7. A generic term for a type of programming statement (usually an if-statement) that uses a Boolean condition to determine, or select, whether or not to run a certain block of statements.
  4. 9. a problem solving approach (also known as stepwise design) in which you break down a system to gain insight into the sub-systems that make it up.
  5. 10. A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.
  6. 12. a classic method for learning programming with commands to control movement and drawing of an on-screen robot called a "turtle". The turtle hearkens back to early implementations in which children programmed a physical robot whose dome-like shape was reminiscent of a turtle.
  7. 14. An extra piece of information passed to a function to customize it for a specific need
  8. 15. a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
  9. 16. Putting commands in correct order so computers can read the commands.
Down
  1. 1. To repeat in order to achieve, or get closer to, a desired goal.
  2. 2. Loops that have a predetermined beginning, end, and increment (step interval).
  3. 5. A method of programming in which two programmers write code using a single computer. One programmer in the "driver" role uses the mouse and keyboard to actually write the code while a second acts as a "navigator", keeping track of the big picture, catching errors, and making suggestions. Programmers switch roles frequently and communicate throughout the process.
  4. 6. A base-16 number system that uses sixteen distinct symbols 0-9 and A-F to represent numbers from 0 to 15.
  5. 8. a description of the behavior of a command, function, library, API, etc.
  6. 11. A precise sequence of instructions for processes that can be executed by a computer
  7. 13. a collection of commands made available to a programmer