Across
- 3. Rules governing how to write statements in a programming language.
- 5. A plan, a set of step-by-step instructions to solve a problem.
- 6. Where a program works but produces different results from what you designed or expected. Also know as Semantic error.
- 9. The symbol of a decision in a flowchart.
- 10. A way of describing/writing a set of instructions that does not have to use a specific syntax.
Down
- 1. A diagram that shows a process, made up of boxes representing steps, decision, inputs and outputs.
- 2. Data values that are not fixed but can change.
- 4. A table that follows the values of variables to check for accuracy. Also known as a trace matrix.
- 7. The symbol for a process in a flowchart.
- 8. Walking through an algorithm with sample data, running each step manually.
