Across
- 3. - A number that includes a decimal, like 3.14.
- 5. - Lets you input text into your program, like typing a response.
- 8. - Displays text or results on your screen.
- 9. - Picks a random element from a list or array.
- 10. - Changing the value of an already created variable.
- 12. - A label/name used for storing data that can change as your program runs.
- 16. - A placeholder/variable in a method used for receiving data.
- 17. - A series of letters, numbers, or symbols, like words or sentences.
- 19. - A whole number, without any fraction or decimal part.
- 20. - The end of a method, class, or a code block, marking where it stops.
Down
- 1. - A piece of code that performs a specific task, similar to a function.
- 2. - Used for including additional code from other files or libraries.
- 4. - A single instance created from a class, like a specific character in a game.
- 6. - A template for creating objects, outlining their characteristics and behaviors.
- 7. - Giving a variable a certain value.
- 11. - Used to indicate the absence of a value or data.
- 13. - The actual data you pass into a method when you call it.
- 14. - A way to repeat a set of commands multiple times in your code.
- 15. - A collection of items or elements that are kept in a specific order.
- 18. - A sequence of numbers in order, like 1 to 10.
- 21. - The start of defining a method, telling Ruby that you're creating a new task.
