THE BIGBOY

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899
Across
  1. 4. A system using 0 and 1 to represent data.
  2. 5. Error: A flaw in the algorithm causing incorrect results.
  3. 8. Repeating steps in a loop.
  4. 9. Time: When the program is being translated to machine code.
  5. 11. Rules that define the structure of code.
  6. 13. Programming: Optimization technique to solve problems by breaking them into simpler subproblems.
  7. 15. Control: Managing changes to code.
  8. 16. A specialized tree-based data structure.
  9. 17. (Integrated Development Environment): Software for writing code.
  10. 25. A function that calls itself.
  11. 26. Simplifying complex systems by modeling classes.
  12. 27. Search: Efficient algorithm for finding items in a sorted array.
  13. 29. Statement: Executes code if a condition is true.
  14. 32. Securing data by converting it into code.
  15. 33. A function associated with an object.
  16. 35. A reusable block of code that performs a task.
  17. 37. Code: The lowest-level programming language, directly understood by the computer’s CPU.
  18. 40. A number with a decimal point.
  19. 42. A system for tracking code changes.
  20. 45. Algorithm: Method to arrange items in order.
  21. 46. Data provided to a program.
  22. 47. A node with no children in a tree.
  23. 49. A technique designed for solving a problem more quickly.
  24. 50. Converting encrypted data back to its original form.
  25. 52. A collection following first in, first out (FIFO).
  26. 55. Instructions written in a programming language.
  27. 56. A set of instructions for a computer to follow.
  28. 57. An error that disrupts program execution.
  29. 58. A separate version of a repository.
  30. 59. Data produced by a program.
  31. 60. Case: The condition under which a recursive function stops calling itself.
  32. 61. A variable used to pass information to a function.
  33. 62. The smallest unit of data, 0 or 1.
  34. 66. Saving changes to a repository.
  35. 68. Executes code if the condition in the if statement is false.
  36. 69. Structure: A way of organizing data.
  37. 72. A hierarchical structure with nodes.
  38. 73. A symbol that performs a calculation (e.g., +, -).
  39. 75. Complexity: Measure of time and space an algorithm uses.
  40. 77. (Application Programming Interface): Functions for building software.
  41. 78. Error: A mistake in the code structure.
  42. 82. O Notation: Describes the performance of an algorithm.
  43. 83. Combining changes from branches.
  44. 85. Code: Original code written by a programmer.
  45. 89. Error: An error occurring while the program runs.
  46. 90. When the program is being executed.
  47. 91. A diagram showing an algorithm’s steps.
  48. 94. Operator: Operators used to compare values (e.g., ==, !=).
  49. 95. A collection following last in, first out (LIFO).
  50. 96. The top node in a tree.
  51. 97. Blocks for handling exceptions in code.
  52. 98. A sequence that repeats until a condition is met.
  53. 99. A fundamental part of a data structure.
Down
  1. 1. A group of 8 bits.
  2. 2. A platform for developing software applications.
  3. 3. Search: Algorithm for traversing graphs level by level.
  4. 6. A blueprint for creating objects in programming.
  5. 7. Reasoning in programming to perform tasks.
  6. 10. A class taking properties from another class.
  7. 12. Finding and fixing errors in code.
  8. 14. An instance of a class containing data and methods.
  9. 18. Type: Defines the kind of data (e.g., integer, string).
  10. 19. A base-16 number system using 0-9 and A-F.
  11. 20. Using a single interface for different data types.
  12. 21. Processing: Collecting and manipulating data to produce meaningful information.
  13. 22. Loop: Repeats code while a condition is true.
  14. 23. Force: Solving problems by trying all possible solutions.
  15. 24. A set of nodes connected by edges.
  16. 28. A storage location for code.
  17. 30. A storage location for data with a name.
  18. 31. Translates code into machine language.
  19. 34. Language: A programming language that is easy for humans to understand (e.g., Python, Java).
  20. 36. A connection between nodes in a graph.
  21. 38. Text in the code meant for programmers, ignored by the computer.
  22. 39. A type with two values: true or false.
  23. 41. Value: The value a function gives back after execution.
  24. 43. A collection of items stored at indexed positions.
  25. 44. Executes code line by line.
  26. 48. Design: The process of defining algorithms.
  27. 51. Operations: Actions that involve receiving data (input) and sending data (output).
  28. 53. Table: A structure mapping keys to values.
  29. 54. Algorithm for finding solutions by trying partial solutions and then abandoning them if they don’t work.
  30. 57. A file that can be run as a program.
  31. 63. Algorithm: Method for finding an item in a collection.
  32. 64. Search: Algorithm for traversing graphs by exploring as far as possible along each branch.
  33. 65. Depth: The number of times a function calls itself.
  34. 67. Loop: Repeats code a specific number of times.
  35. 70. Error: An error detected by the compiler.
  36. 71. Operator: Operators used to form logical statements (e.g., AND, OR).
  37. 74. Operator: Operators used to perform mathematical operations (e.g., +, -).
  38. 76. A whole number.
  39. 79. A step-by-step procedure to solve a problem.
  40. 80. Algorithm: Algorithm that makes the locally optimal choice at each step.
  41. 81. A plain language description of an algorithm.
  42. 84. Hiding details of an object’s implementation.
  43. 86. A statement that is either true or false.
  44. 87. A sequence of characters.
  45. 88. The actual value passed to a function.
  46. 92. Language: A low-level programming language that uses symbolic names.
  47. 93. A collection of pre-written code for reuse.