Across
- 3. A variable declared in a function or method definition that acts as a placeholder for an argument passed into it during a call.
- 6. A control structure where the computer decides which path of execution to follow based on whether a Boolean condition is true or false.
- 7. A user-defined template or blueprint that specifies the properties (data) and methods (behavior) common to objects created from it.
- 9. The process of transforming plain readable text into an encoded, unreadable format to prevent unauthorized access, requiring a key to decrypt.
- 10. A strongly-typed dynamic collection class in C# (System.Collections.Generic) that automatically resizes itself as elements are added or removed.
- 11. A special method within a C# class that automatically executes when a new object instance is created, typically used to initialize fields or properties.
- 12. A classification in C# (such as int, string, bool, double) that defines what kind of value a variable can store and what operations can be performed on it.
- 14. A concrete instance of a class that resides in memory, containing actual values for the properties defined by its class blueprint.
- 15. An Object-Oriented Programming principle that bundles data and methods into a single unit (a class) while restricting direct external access to internal fields using access modifiers (private, public).
- 18. A C# feature that uses get and set accessors to provide a flexible mechanism for reading, writing, or validating private class fields.
- 19. Data that describes other data, providing contextual details such as file size, creation timestamp, or image resolution.
- 20. A problem-solving approach or algorithm designed to find a "good enough" or approximate solution when finding an exact optimal solution is too slow or computationally impossible.
Down
- 1. The repetition of a specific block of instructions, commonly implemented using loops (e.g., for, while).
- 2. The fundamental unit of digital information, representing a single binary value of either 0 or 1.
- 4. The practice of reducing complexity by hiding background operational details and exposing only the essential features to the user or programmer.
- 5. A structural container in C# used to organize related classes and libraries, preventing naming conflicts across different parts of a project.
- 8. A reusable block of code within a class that executes a specific action or calculation when invoked.
- 13. The capability of a system or network to remain operational even if one or more of its individual components experience a failure.
- 16. A finite, step-by-step set of clear instructions used to solve a problem or complete a task.
- 17. The boundary or region within a program where a declared variable, field, or method is accessible and valid.
