Unit 7 and 8

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Across
  1. 2. - the instance where a recursive method will return a value rather than calling itself
  2. 3. - the legal ownership of an individual or company's creations of the mind, such as inventions, literary and artistic works, designs, symbols, names, and images
  3. 4. - the process of making a copy of the actual value of a variable to pass to a constructor or method
  4. 5. - a sorting algorithm that shifts each item in a list one at a time to the correct position in the sorted portion of the list
  5. 6. - a search algorithm that finds a target element in a sorted list by dividing the list in half in each iteration
  6. 10. - an informal explanation of a program feature written from the perspective of the user
  7. 11. - when a method calls itself
  8. 14. - a sorting algorithm that selects the smallest element from an unsorted array in each iteration and places that element at the beginning of the unsorted array
  9. 15. - the instance where a recursive method calls itself
  10. 19. - a test conducted to determine if requirements are met
  11. 22. - the process of dividing a problem into smaller problems, solving the smaller problems independently, then combining the solutions to solve the original problem
  12. 23. - a standard or point of reference to assess progress
Down
  1. 1. - a search algorithm that checks each item in order until the target is found
  2. 7. - the least number of executions an algorithm can take to complete its goal
  3. 8. - a function that performs a component of another function
  4. 9. - a divide-and-conquer sorting algorithm that repeatedly breaks down a list into sublists until each sublist consists of a single element and merges those sorted sublists until it results into a sorted list
  5. 12. - the most number of executions an algorithm can take to complete its goal
  6. 13. - a prioritized list of tasks to complete for a project
  7. 16. - the conditions that a program must meet to be accepted by a user
  8. 17. - a system's ability to function without failure
  9. 18. - the number of times a code segment runs
  10. 20. - the average number of executions an algorithm can take to complete its goal
  11. 21. - the person who will use the program