Across
- 5. - the number of times a code segment runs
- 7. - the instance where a recursive method will return a value rather than calling itself
- 10. - a standard or point of reference to assess progress
- 12. - a test conducted to determine if requirements are met
- 13. - a method that can be called without creating an object of the class
- 14. - the average number of executions an algorithm can take to complete its goal
- 16. - a variable that is shared by all instances of a class
- 17. - a class that can be extended to create subclasses
- 19. - a system's ability to function without failure
- 22. - a variable that is changed by a constant value and determines the end of a loop
- 23. - an object-oriented programming principle where a subclass inherits the attributes and behaviors of a superclass
- 24. - the instance where a recursive method calls itself
- 25. - an error that occurs when a loop repeats one time too many or one time too few
Down
- 1. - a search algorithm that checks each item in order until the target is found
- 2. - the least number of executions an algorithm can take to complete its goal
- 3. - when a method calls itself
- 4. - the most number of executions an algorithm can take to complete its goal
- 6. - the conditions that a program must meet to be accepted by a user
- 8. - a method that requires an object of the class to be created before it can be called
- 9. - the class that contains the main method and from where the program starts runningdecrement - to decrease a value by one
- 11. - a data structure that grows and shrinks as needed
- 13. - a data structure that is fixed in size
- 15. - a class that extends a superclass and inherits its attributes and behaviors
- 18. - a prioritized list of tasks to complete for a project
- 20. - the ability to change after initialization
- 21. - to increase a value by one
