Algorithms
A precise sequence of instructions for processes that can be executed by a computer and are implemented using programming languages.
Low level programming language
A programming language that captures only the most primitive operations available to a machine. Anything that a computer can do can be represented with combinations of low level commands.
High level programming language
A programming language with many commands and features designed to make common tasks easier to program. Any high level functionality is encapsulated as combinations of low level commands.
Sequencing
The application of each step of an algorithm in the order in which the statements are given.
Selection
Uses a Boolean condition (a TRUE/FALSE condition) to determine which of two parts of an algorithm is used.
Iteration
The repetition of part of an algorithm until a condition is met or for a specified number of times.
Efficiency
Getting things done with the least amount of time and resources
Call (a function)
Telling a computer to execute/run a set of actions
Function
A piece of code that you can easily call over and over again.
Define (a function)
Give a name to a set of actions you want the computer to perform
Abstraction
a simplified representation of something more complex; allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
Top Down Design
Problem solving strategy in breaking down a large problem into sub-tasks and breaking those sub-tasks down over and over until you're down to primitive operations
API
A collection of commands made available to a programmer
Documentation
A description of the behavior of a command, function, library, API, etc.
Library
A collection of commands / functions, typically with a shared purpose
Parameter
An extra piece of information that you pass to the function to customize it for a specific need.
Loop
A programming construct that repeats a group of commands.
For Loop
a loop that has a predetermined beginning, end, and increment (step interval)
Pair Programming
Two people working together to create a computer program. One person, called the driver, writes the code and explains the logic, while the other person, called the navigator, reviews it and gives feedback.
Hexadecimal
a base-16 system, consisting of the 16 symbols 0 through 9 and A through F.
Turtle Programming
a classic method for learning programming with commands to control movement and drawing of an on-screen robot called a "turtle".