PROGAMMING

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Across
  1. 2. A control structure used to repeat code.
  2. 4. A base-2 numeral system used in computing.
  3. 7. A markup language for creating web pages.
  4. 9. A sequence of executable instructions.
  5. 11. Bundling data and methods in OOP.
  6. 12. A function calling itself to solve a problem.
  7. 15. A distributed version control system.
  8. 16. A storage location identified by a name.
  9. 18. A style sheet language for designing web pages
  10. 20. A block of reusable code that performs a specific task.
  11. 21. A symbol used for operations like addition or comparison.
Down
  1. 1. A step-by-step procedure for solving problems.
  2. 3. A collection of elements of the same data type.
  3. 4. A data type with values true or false.
  4. 5. Converts source code into machine code.
  5. 6. An instance of a class.
  6. 8. A data structure following the FIFO principle.
  7. 10. The process of fixing errors in a program.
  8. 13. A blueprint for objects in object-oriented programming.
  9. 14. A data structure following the LIFO principle.
  10. 17. A popular high-level programming language.
  11. 19. Rules for writing code in a programming language.