Programming

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Across
  1. 4. Measure of how well a specific user in a specific context can use a product/design to achieve a defined goal effectively.
  2. 6. Coding error in a computer program.
  3. 8. Computer program written to respond to actions generated by a user or system
  4. 9. Visual icons and symbols are manipulated to graphically create computer code / instructions, and not necessarily through the use of text.
  5. 10. Approach to web design that ensures web pages render well on various devices and screen sizes, providing a good user experience across desktops, tablets, and mobile phones.
Down
  1. 1. Programming language and IDE that separates executable actions into modular portions called blocks.
  2. 2. Hardware or software platforms that allow a computer system (or a mobile system) to behave like another so that the former – the host – can run applications and services designed for the latter – the guest. This article explains how emulators work with examples.
  3. 3. Software that allows smartphones, tablets and other devices to run applications and programs.
  4. 5. Process of making software for smartphones, tablets and digital assistants.
  5. 7. Point of human-computer interaction and communication in a device. This can include display screens, keyboards, a mouse and the appearance of a desktop