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Computer Concepts 2018 Module 11: Programming

Across
A query that that searches for an answer based on a set of prolog facts and rules.
A notational system for algorithms that combines English and a programming language.
A section of code that is repeated
A screen-based graphical surface provided by a VDE for organizing the objects and methods used to create computer programs.
The process of testing and correcting a computer program.
A screen based object whose behavior can be specified by a programmer.
A discrete piece of code describing a person, place, thing, event or type of information.
A technique I which the internal details of an object are "hidden" in order to simplify their use and reuse.
Any action that an object can perform.
A low-level computer programming language that uses simple commands and is translated into machine language by an assembler.
A concept that simplifies by masking details from a user or developer.
The ability to redefine a method for a subclass.
An error that results when an instruction does not follow the syntax rules, or grammar of the programming language.
Down
The section of program that is repeated because of a repetition control structure.
A set of applications or operating system functions that can be utilized by a program.
A run-time error in the logic design of a computer program.
Describes a predicate and is enclosed in parentheses in a Prolog fact.
An error that occurs when a computer program is run.
A characteristic that defines the members of a class.
The part of an instruction that specifies the data that is to be manipulated.
A section of code that manipulates data, but is not included in the main sequential execution path of the program.
A class derived from a superclass inheriting its attributes and methods.
A method for defining new classes of objects based on the characteristics of existing classes.
A program that converts high-level instructions in a computer program into machine language instructions, one instruction at a time.
A graphical representation of the way a computer should progress from one instruction to the next when it performs a task.
An abstract or general procedure for solving a problem
Computer instructions written in a high-level language
A group with specific characteristics to which an object belongs.
A utility that reads a program written in an assembly language.
A named storage location that is capable of holding data that can be modified during program execution.