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