APCSA 1

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Across
  1. 3. A request for information from a database or search engine.
  2. 4. A blueprint of methods that a class must implement, specifying the contract or behavior expected from the class.
  3. 6. A keyword in Java used to define a variable or method that belongs to the class itself rather than an instance of the class.
  4. 7. A keyword in Java used to declare classes or methods that cannot be instantiated and require subclasses to provide implementation.
  5. 9. The core component of an operating system that manages system resources and provides essential services.
  6. 13. A programming construct that allows executing a set of instructions repeatedly until a certain condition is met.
  7. 17. A mechanism in Java that allows a class to inherit properties and behaviors from another class.
  8. 19. Computing The delivery of computing services, such as storage, servers, and software, over the internet on a pay-as-you-go basis.
  9. 21. Acronymn for artificial intelligence
  10. 22. The process of converting information into a coded form to protect its confidentiality and integrity.
  11. 24. Transmission Control Protocol/Internet Protocol, the foundational protocols of the internet that enable communication between devices.
  12. 27. Learning A field of artificial intelligence that enables computer systems to learn and improve from experience without being explicitly programmed.
  13. 28. The development of computer systems capable of performing tasks that typically require human intelligence
  14. 29. HyperText Markup Language, the standard markup language used for creating web pages.
  15. 30. Acronymn for a programming paradigm that organizes code into objects
  16. 32. A named storage location in a program that holds a value or data.
  17. 33. An event that occurs during the execution of a program, disrupting the normal flow of instructions. It can be handled using exception handling mechanisms.
  18. 35. Large and complex data sets that require specialized processing techniques for analysis and insights.
  19. 36. The point of interaction between a user and a computer system or between different components of a system.
Down
  1. 1. The set of rules that dictate the structure and format of programming languages.
  2. 2. A set of rules or guidelines that govern the exchange of data between devices in a network.
  3. 5. A security system that monitors and controls incoming and outgoing network traffic based on predetermined security rules.
  4. 8. The coordination of multiple threads to ensure that they access shared resources in a controlled manner, preventing data inconsistency or conflicts.
  5. 10. The ability of an object to take on different forms or exhibit different behaviors based on the context.
  6. 11. A high-speed data storage mechanism that stores frequently accessed information for faster retrieval.
  7. 12. A programming technique in which a function calls itself directly or indirectly to solve a problem.
  8. 14. A programming language commonly used for client-side web development.
  9. 15. The process of identifying and fixing errors or bugs in a software program.
  10. 16. A way to organize related classes and interfaces into a single namespace, providing a means of modularization and avoiding naming conflicts
  11. 18. The process of converting an object of one type to another type, either implicitly or explicitly.
  12. 20. The ability to define multiple methods with the same name but different parameter lists within a class.
  13. 23. A number system that uses only two digits, 0 and 1, to represent values.
  14. 25. A set of step-by-step instructions to solve a specific problem or perform a task.
  15. 26. Extensible Markup Language, a markup language used for storing and transporting data.
  16. 31. A collection of interconnected devices and communication pathways that allow sharing of resources and information.
  17. 34. A software program that translates high-level programming code into a lower-level language (such as machine code) that can be executed by a computer.