Across
- 3. A type with two values: true or false.
- 6. A base-16 number system using 0-9 and A-F.
- 8. Reasoning in programming to perform tasks.
- 10. Finding and fixing errors in code.
- 14. A system using 0 and 1 to represent data.
- 15. A group of 8 bits.
- 16. Securing data by converting it into code.
- 17. A class taking properties from another class.
- 19. A number with a decimal point.
Down
- 1. Method for finding an item in a collection.
- 2. A sequence that repeats until a condition is met.
- 4. A reusable block of code that performs a task.
- 5. A blueprint for creating objects in programming.
- 7. A collection following first in, first out (FIFO).
- 9. Text in the code meant for programmers, ignored by the computer.
- 11. A system for tracking code changes
- 12. A storage location for data with a name.
- 13. A step-by-step procedure to solve a problem.
- 18. Instructions written in a programming language.
