Across
- 1. An ordered collection of elements, each accessible by a numeric index (called a List in Code.orgs curriculum).
- 4. A specific case or example of a general problem type.
- 6. Allowing a procedure to be used based only on knowing what it does, without needing to know how it accomplishes the task internally.
- 7. A statement that ends a procedures execution and sends a value back to the point where the procedure was called.
- 8. A loop whose ending condition will never evaluate to true, so it never stops running.
- 10. Operators — AND, OR, and NOT — that combine or modify Boolean expressions.
- 11. A whole number — positive, negative, or zero — represented using a fixed number of bits.
- 12. A collection of pre-written procedures that can be reused when building new programs.
- 13. An individual value in a list that is assigned a unique index.
- 15. A named value in a program that does not change during execution.
- 16. The process of accessing each item in a list one at a time, from beginning to end.
- 19. An ordered sequence of characters.
- 21. A problem with a yes/no answer (e.g., is there a path from A to B?).
- 24. A contiguous sequence of characters within a larger string.
- 25. A named group of programming instructions. Also referred to as a procedure.
- 26. Provides a good enough solution to a problem when an actual solution is impractical or impossible.
- 27. A problem for which no algorithm can be constructed that is always capable of providing a correct yes-or-no answer.
- 30. A data type that is either true or false.
- 33. A repetitive portion of an algorithm which repeats a specified number of times or until a given condition is met.
- 35. A finite set of instructions that accomplish a task.
- 37. Another name for a function — a named group of programming instructions that can be called to perform a task.
- 42. Putting steps in an order.
- 43. The subdivision of a computer program into separate subprograms.
- 44. A command or instruction; sometimes also referred to as a code statement.
- 45. A general description of a task that can (or cannot) be solved with an algorithm.
- 46. An ordered collection of elements.
- 47. Deciding which steps to do next.
- 48. Algorithms with a polynomial efficiency or lower (constant, linear, square, cube, etc.) are said to run in a reasonable amount of time.
Down
- 2. The value passed to the parameter.
- 3. A conditional statement placed inside another conditional statement, allowing for more complex decision-making.
- 5. The operation of joining two or more strings together end-to-end to form a new string.
- 9. A problem with the goal of finding the best solution among many (e.g., what is the shortest path from A to B?).
- 14. Algorithms with exponential or factorial efficiencies are examples of algorithms that run in an unreasonable amount of time.
- 17. An operator that returns the remainder when one integer is divided by another.
- 18. Categories that classify the kind of value a variable can hold, such as numbers, Booleans, lists, and strings.
- 20. Symbols used to compare two values, such as equal to, not equal to, greater than, or less than.
- 22. A common method for referencing the elements in a list or string using numbers.
- 23. A specification describing how the procedures in a library behave and how they can be used.
- 28. A combination of operators and values that evaluates to a single value.
- 29. A problem for which an algorithm can be constructed that always provides a correct yes-or-no answer.
- 31. A search algorithm that checks each element of a list in order until the target value is found or the list ends.
- 32. A search algorithm that starts at the middle of a sorted list and repeatedly eliminates half of the remaining data until the target value is found or all elements have been eliminated.
- 34. Another name for a function or procedure — a named group of programming instructions.
- 36. A program or model that represents the features of a real-world process or system, used to study behavior or test outcomes without real-world risk.
- 38. A measure of how many steps are needed to complete an algorithm.
- 39. The act of storing a value in a variable.
- 40. A named reference to a value that can be used repeatedly throughout a program.
- 41. A variable in a function definition, used as a placeholder for values that will be passed through the function.
