Activity 11

12345678910
Across
  1. 2. The result of a program.
  2. 3. Something that doesn't have a change.
  3. 5. An example serving as a model; pattern.
  4. 7. One of the first styles for programming
Down
  1. 1. A language system which is designed to facilitate the writing of computer programs.
  2. 4. You construct objects that can send and receive messages to perform a specific action.
  3. 6. Locations in memory where a value will be stored.
  4. 7. The rules and the correct order to combine commands to perform an action or a set of actions.
  5. 8. Every sentence given to the computer in order to execute an action.
  6. 9. Set of instructions that a computer can interpret in order to receive data.
  7. 10. Data that should be interpreted in a program.