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