Across
- 4. Error or defect in the code that causes unexpected behavior.
- 6. Software that simulates a device or system to test applications without the physical device.
- 7. Design that adapts content to different screen sizes and devices.
- 8. Software that manages the hardware and services of a mobile device (e.g., Android, iOS).
- 9. Process of creating applications for mobile devices.
- 10. Ease with which users can use an application efficiently and satisfactorily.
Down
- 1. Programming language that uses graphical blocks to build code (e.g., Scratch).
- 2. Application that responds to events (e.g., user clicks).
- 3. Environment where programming is done using graphical representations instead of text.
- 5. Part of an application with which the user interacts directly (e.g., buttons, menus).