PROGRAMMING MEDIUM

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Across
  1. 2. A function inside a class.
  2. 6. The reasoning behind conditions and flow of programs.
  3. 7. Structured collection of data stored electronically.
  4. 9. Scripting language used for dynamic websites.
  5. 10. Structure used to store data in a database.
Down
  1. 1. A sequence of characters in programming.
  2. 3. Instance of a class in object-oriented programming.
  3. 4. Programming language that adds interactivity to web pages.
  4. 5. Blueprint used to create objects.
  5. 8. Data type that holds true or false.