UNIT 2: "OBJECT-ORIENTED PROGRAMMING", Crossword Vocabulary

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Across
  1. 6. A mechanism where one class acquires the properties and behaviors of another class.
  2. 8. A powerful programming language that supports both procedural and object-oriented features.
  3. 9. A blueprint or template used to create objects.
  4. 13. An older type of programming that flows sequentially without organized blocks or sections.
  5. 14. The process of writing instructions for a computer using a programming language.
  6. 17. Usually used with "skills"—the interpersonal qualities needed in a workplace, like teamwork.
  7. 18. The process of hiding complex details and showing only the necessary features of an object.
  8. 19. The parent class from which other classes inherit features.
  9. 21. Relating to the specialized skills or knowledge used in programming.
  10. 23. To receive properties or behaviors from a parent class.
  11. 24. The ability of different classes to be treated as instances of the same class through the same interface (many forms)
  12. 25. A function or action defined inside a class that describes what an object can do.
  13. 27. The limit or border between different parts of a system.
  14. 30. To start a program or carry out a specific command.
  15. 31. Relating to how an object or system acts or reacts to inputs.
  16. 32. The mental steps or logic used to solve a problem or design code.
Down
  1. 1. To carry out a specific action or task within a program.
  2. 2. A specific instance of a class that contains real data.
  3. 3. A type of programming that uses a logical structure, such as loops and subroutines (e.g., C).
  4. 4. Keeping data and methods together in a single unit (a class) and restricting access to the inner workings.
  5. 5. A programming paradigm based on the concept of "objects" rather than just functions and logic.
  6. 7. Features or functions that are already included in a programming language by default.
  7. 10. A value passed into a function or method to provide extra information.
  8. 11. A common synonym for "execute" a program.
  9. 12. To invoke or trigger a function or method in the code.
  10. 15. A popular high-level, object-oriented programming language known for its "write once, run anywhere" capability.
  11. 16. A formal meeting where a programmer answers questions to get a job.
  12. 20. A child class that inherits from a superclass.
  13. 22. A ranking or specialized order of classes, often from general to specific.
  14. 26. To create a new class based on an existing one.
  15. 28. The entire process of creating, designing, and maintaining software.
  16. 29. The capacity to use existing code for new software, saving time and effort.