Compile – reading over code and looking for errors in the way it was written.
Run – when the program is actually executed.
Introduction to Computing
Unit 1: The Basics of Computing
Computing – the basic principles of working with computers.
Programming – the general workflow of writing and running programs.
Debugging – the process of finding and fixing errors in your programs.
Unit 2: Procedural Programming
Procedural Programming – the general idea of writing sequences of instructions for the computer
to perform.
Variables – Creating and modifying data in our programs.
Logical operators – Establishing the truth or falsehood of relationships among variables in our
programs.
Mathematical Operators – Using arithmetic operators (addition, multiplication, etc.) to modify
the values of variables in our programs.
Unit 3: Control Structures
Control Structures – the general idea of lines of code that can control other lines of code.
Conditionals – Lines of code (called if statements) that check logical expressions to see if certain
code blocks should run.
Loops – Lines of code that instruct the computer to repeat a block of code until some condition is
met.
Functions – Miniature programs within a larger program, each with their won input, code, and
output.
Exception Handling – Lines of code that instruct the computer how to fail gracefully when errors
are encountered.
Unit 4: Data Structures
Data Structures – the general idea of data types more complex than individual letters and
numbers.
Strings – ordered series of characters that often represent natural human language.
Lists – Ordered series of other kinds of data, collected under one variable name and accesses via
numeric indices.
File input/output – writing a program’s data to a file so it can later be reloaded after the program
is close and reopened.
Dictionaries – Pairs of keys and values collected under one variable name, like lists with non-
numeric indices.
Unit 5: Objects & Algorithms
Objects: Creating and using custom data types so our programs can reason about the world the
way we do.
Algorithms – Complex sequences of instructions that transform data or generate useful
conclusions.
Chapter 1.3: Debugging
Procedural Programming – giving instruction
Function
- A segment of code that performs a specific task
Object – oriented programming
- Where programmers define custom
Object-Oriented Programming
- A programming paradigm where programmers define custom data types that have custom
methods embedded within them
Classes
- A custom data type comprised of multiple variables and/or methods
Encapsulation
- The ability to combine variables and methods into class definitions in object-oriented
programming. It helps avoid modification or misuse of data by other functions or
programs.
Constructor
- A common type of method in writing classes that specifies some code to run whenever a
new instance of the class is created. The constructor often has parameters that provide
values to the variables defined by the class.
Destructor
- A special method called automatically during the destruction of an object
Getters
- A common type of method in writing classes that returns the value of a variable
contained within the class
Setters
- A common type of method in writing classes that sets a variable contained within the
class