AC Vocabulary 2 & 3

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Across
  1. 2. / A written plan that identifies a problem, its criteria, and its constraints.
  2. 4. / The first line of a code block that embodies other blocks.
  3. 6. / A sequence of characters (letters, numerals, symbols, and punctuation marks).
  4. 8. / The process of reducing complexity by hiding unnecessary details to make it easier to think about a problem.
  5. 10. / Very large data sets that can be analyzed to better understand systems and show patterns of behavior.
  6. 12. / Creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names and images used in commerce.
  7. 14. / To assign a variable its initial, or first, value.
  8. 18. / A value provided as input to a code block or a predefined procedure.
  9. 19. / A collection of data that is stored permanently on a computer or digital device, organized in a way that allows the programmer to access, update, and remove any data element as needed.
  10. 20. / A type of loop that repeats for a given number of repetitions.
Down
  1. 1. / A list that contains data that is pre-set in the program.
  2. 3. / A set of code that performs an action and is considered a type of abstraction.
  3. 5. / Duplicated or replicated code within a program.
  4. 7. / The layer of an app that contains the data entered and used in the app.
  5. 9. / To loop through a list of items, one item at a time.
  6. 11. / A systematic, problem-solving strategy that designers follow to come up with a solution to a problem.
  7. 13. / The layer of an app that the user sees and interacts with.
  8. 15. / The execution of one pass of a loop.
  9. 16. / An ordered collection of data elements stored and accessed in a program.
  10. 17. / A placeholder in a device's memory that stores a value a program is using.