Principles of Programming Grand Revision Crossword

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Across
  1. 3. A diagram that shows the steps in a process or algorithm.
  2. 4. Repeating a set of instructions multiple times.informationsystem
  3. 10. Values that are passed into a function.
  4. 12. Creating broad solutions that work for many situations.
  5. 13. A command used to display text or values on the screen.
  6. 14. A structure that repeats code while a condition is true.
  7. 15. Software used by programmers to write and test code.
  8. 17. When a class receives properties and methods from another class.
  9. 18. A statement that runs code only when a condition is true.
  10. 19. A popular high-level programming language.
  11. 22. Hiding unnecessary details to simplify a program.
  12. 26. The functions that define what an object can do.
  13. 28. A program that translates source code into machine code.
  14. 29. Text data made up of characters.
  15. 30. The actions a computer performs on input data to produce output.
  16. 32. The order in which a program’s instructions are executed.
  17. 33. A loop used to repeat code a set number of times or over a collection.
  18. 34. A text-based interface used to enter commands into a computer.
  19. 35. A programming approach based on objects and classes.
  20. 36. A data type that is either true or false.
  21. 37. The variables that store data about an object.
  22. 38. A number that contains a decimal point.
  23. 39. A single instruction in a program.
Down
  1. 1. Saving data so it can be used later.
  2. 2. A program used to write and edit code.
  3. 5. sequence — Running instructions in a specific order, one after another.
  4. 6. A reusable block of code that performs a specific task.
  5. 7. A named place in memory that stores a value.
  6. 8. A loop that repeats code while a condition remains true.
  7. 9. Data that is entered into a computer or program.
  8. 11. A system that collects, processes, and stores data to produce information.
  9. 13. The round brackets () used to group code or pass values.
  10. 16. A key word in a question that tells you what action to take (e.g. describe, explain).
  11. 18. A whole number with no decimal point.
  12. 20. A blueprint used to create objects in programming.
  13. 21. A simple beginner program that displays “Hello, World!”.
  14. 23. A system that collects, processes, and stores data to produce information.
  15. 24. An instance of a class that contains data and behaviour.
  16. 25. Data that is produced or displayed by a program.
  17. 27. Spaces at the start of a line used to show code structure.
  18. 31. The result that a function sends back after it runs.