Across
- 3. The part of a program where a variable is visible and can be used by the code.
- 4. The earliest stage of game development when the basic features and navigation are tested.
- 7. An approach to programming where the programmer adds and tests code in small chunks at a time to make sure it behaves the way they want it to, before adding more code.
- 9. The period when a program is running.
- 10. Graphic object that may be moved on-screen or otherwise manipulated.
- 11. The person who writes the code in a computer program when two programmers are working together.
- 14. Issues in a program’s code.
- 15. A systematic, problem-solving strategy that designers follow to come up with a solution to a problem.
- 16. The attempt to find and fix errors in computer hardware or programs.
- 21. Any one of the very small dots that together form the picture on a digital screen.
- 22. A chart used by programmers to keep track of the values of variables in their program.
- 27. A form of mathematics in which an expression is reduced to either True or False.
- 28. The writing of compound words by starting each word with a capital letter.
- 30. The person who observes or reviews each line of code in a computer program as it is typed when two programmers are working together.
- 32. To assign a variable its initial, or first, value
- 35. An ordered set of instructions that are used to carry out a task.
- 37. An action or occurrence that happens during runtime that will trigger a response or behavior by the software.
- 38. The stage of game development where a limited number of players test out the completed features and navigation, and report any bugs that need to be fixed before the gold release.
- 40. A line of code that assigns a value to a variable.
- 41. A flaw in a computer program that causes the program to produce an incorrect result or behavior.
- 42. An incorrect result produced by a computer program.
- 44. A type of software application designed to run on a mobile device, such as a smartphone or tablet computer.
- 45. A program that translates instructions or code into a language that can be read and understood by a computer.
- 46. To break a problem down into smaller pieces.
Down
- 1. The visual part of a computer app or operating system, through which an end user interacts with the computing device or software.
- 2. The layer of an app that contains the program that tells the app how to behave.
- 5. A set of instructions that a computer executes to achieve a particular objective.
- 6. A placeholder in a device’s memory that stores a value a program is using.
- 8. A representative consumer for whom a hardware or software product is designed.
- 12. To increase the value of a numeric variable by a set amount.
- 13. Scientists who apply their knowledge of computation to creating solutions using a computer system.
- 17. Programs that run on a computer or other electronic devices.
- 18. A simulator that imitates a program or events.
- 19. Two people working together to create a computer program.
- 20. A diagram that represents an algorithm, work flow, or process, and uses geometric symbols connected by arrows to show the direction of the flow of action.
- 23. A block of code that is triggered when a certain event happens.
- 24. A command that performs different actions depending on whether a condition is true or false.
- 25. In a program, an event that is triggered by user interaction with the user interface.
- 26. Type of computer programming where the program responds to an input (or trigger).
- 29. A programming environment where updates to a program during development automatically appear on the connected testing device.
- 31. The process of reducing complexity by hiding unnecessary details to make it easier to think about a problem.
- 33. The science of creating artifacts and solving problems using the help of a computer.
- 34. The layer of an app that the user sees and interacts with.
- 36. The type of information stored in a variable.
- 39. To create a variable in a program and give it a name.
- 43. A keyword used when declaring a variable.
