Across
- 4. – A storage location identified by a name, used to hold data values.
- 5. – A hardware or software component that stores data for faster access in the future.
- 7. – The reasoning applied in programming to solve problems or make decisions.
- 9. – A data structure that follows the Last In, First Out (LIFO) principle.
- 11. – An error or flaw in a computer program that causes it to behave unexpectedly.
- 13. – A program that translates source code into machine code.
- 16. – A mistake in code that prevents a program from running as expected.
- 17. – A high-level, object-oriented programming language.
- 18. – HyperText Markup Language, used to create the structure of web pages.
- 20. – The smallest unit of a program, such as keywords, identifiers, or symbols.
- 21. – The result produced by a program after processing input.
- 22. – A high-level programming language known for its simplicity and readability.
Down
- 1. – Information processed or stored by a computer.
- 2. – A request for data or information from a database.
- 3. – An instance of a class in object-oriented programming.
- 6. – The rules that define the structure of a programming language.
- 8. – Data provided to a program for processing.
- 9. – A set of instructions written in a programming language to automate tasks.
- 10. – A block of code designed to perform a specific task.
- 12. – Instructions written in a programming language that a computer can execute.
- 13. – A blueprint for creating objects in object-oriented programming.
- 14. – The process of identifying and fixing bugs in a program.
- 15. – A collection of elements, usually of the same data type, stored at contiguous memory locations.
- 19. – A sequence of instructions that repeats until a condition is met.
