In programming, a is a named storage location that can hold a value.

is a control structure that allows the program to repeat a set of instructions.

A is an error in a computer program that causes it to behave unexpectedly.

When creating a model to represent complex systems, this process is referred to as .

In software development, breaking down a problem into smaller parts is known as .

By simplifying a large project into manageable tasks, developers apply the concept of .