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