Across
- 2. - a programmer-defined blueprint from which objects are created
- 5. - a characteristic of an object
- 6. - consists of the class keyword and the name of the class
- 7. - a collection of programming commands
- 9. - an instance of a class
- 11. - an approach to creating and using models of physical or imagined objects
- 12. type - the format of the data that can be stored in a variable
- 13. - the rules for how a programmer must write code for a computer to understand
- 14. - the attributes of an object that are represented by its instance variables
- 15. - a variable declared and accessible within a specific block of code
- 18. - defining two or more constructors or methods with the same name but different signatures
- 19. - the value to be passed to a constructor or method
- 20. - giving a name and data type to a variable
Down
- 1. - copying the value of the actual parameter to the constructor's formal parameter
- 3. - a constructor that has a specific number of arguments to be passed to assign values to an object's instance variables
- 4. - an action that an object can perform
- 8. - a text note to explain or annotate the code and is ignored when the program is run
- 10. - the value to assign to the formal parameter
- 16. - a container that stores a value in memory
- 17. - a mistake in the code that does not follow a programming language's syntax
