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