Across
- 1. The blueprint from which all the objects with the same states and behaviors are created.
- 4. Locations in memory where a value will be stored.
- 5. Every sentence given to the computer in order to execute an action.
- 7. In this paradigm, you construct objects that can send and receive messages to perform a specific action.
- 9. Name of the first recognized programmer
- 10. Rules and the correct order to combine commands to perform an action or a set of actions.
Down
- 2. System which is designed to facilitate the writing of computer programs.
- 3. Type of programming that only execute instructions that are programming in line or sequence.
- 6. Set of instructions that a computer can interpret in order to receivedata, process it and get an output.
- 8. A value stored that will not change its value.
