Across
- 3. Its value can change at any time when the program instructions determine it.
- 6. Graphical representation of an algorithm.
- 8. The information that you introduce in the computer.
- 10. A value stored that will not change its value.
Down
- 1. The actions that the computer do with the inforation to the computer.
- 2. Is designed to facilitate the writing of computer programs.
- 4. A list of steps required to solve the problem so we can then translate to construct our program.
- 5. The information that the computer gives to you.
- 7. Every sentence given to the computer in order to execute an action such as "Open the file".
- 9. A set of instructions that a computer can interpret in order to receive data, process it and get an output.
- 11. The rules and the correct order to combine commands to perform an action or a set of actions.
