Across
- 1. a programmer-defined blueprint from which objects are created
- 12. a statement that only executes when a condition is true
- 15. an action that an object can perform
- 18. an error in the code
- 19. a block of code that has the same name as the class and tells the computer how to create a new object
- 21. a software application for writing, compiling, testing, and debugging program code
- 22. to exit a method and go back to the point in the program that called it with the requested value or information
- 23. the attributes of an object that are represented by its instance variables
- 24. a collection of similar classes
- 26. a collection of similar classes
- 29. a conditional statement that only executes when the condition is true
- 30. - a method that performs an action but does not return a value
- 31. a person who designs, develops, and tests software for home, school, and business use
Down
- 2. a collection of programming commands
- 3. to call the constructor to create an object
- 4. an approach to creating and using models of physical or imagined objects
- 5. a primitive data type that can be either true or false
- 6. a mistake in the code that does not follow a programming language's syntax
- 7. operator used to call a method in a class
- 8. the attributes of an object that are represented by its instance variables
- 9. determines whether or not to execute a block of code
- 10. a variable in the method or constructor signature that defines the type of value to receive when the method or constructor is called
- 11. a named set of instructions to perform a task
- 13. finding and fixing problems in an algorithm or program
- 14. an instance of a class
- 16. value passed to a method or constructor when the method or constructor is called
- 17. allows a programmer to use a method by knowing what the method does even if they do not know how the method was written
- 20. a collection of instructions that is run by a computer
- 25. consists of the class keyword and the name of the class
- 27. a characteristic of an object
- 28. an error that occurs when the code runs but does not do what was expected
- 31. the rules for how a programmer must write code for a computer to understand
