Across
- 6. a mistake in the code that does not follow a programming language's syntax
- 8. consists of the class keyword and the name of the class
- 9. a finite set of instructions that accomplish a task
- 11. a characteristic of an object
- 12. a block of code that has the same name as the class and tells the computer how to create a new object
- 14. a text note to explain or annotate the code and is ignored when the program is run
- 15. an instance of a class
Down
- 1. a collection of programming commands
- 2. defines an order for when steps in a process are completed
- 3. a programmer-defined blueprint from which objects are created
- 4. an action that an object can perform
- 5. to call the constructor to create an object
- 7. operator used to call a method in a class
- 10. a named set of instructions to perform a task
- 13. the rules for how a programmer must write code for a computer to understand
