| A | B |
| Abstraction | A technique or process that manages complexity in a program or computer system. Abstraction “hides” |
| Algorithm | An ordered set of instructions that are used to carry out a task. |
| Aggregator | A variable that adds together all the values or data at a specific moment. |
| Backlog | A sequential and prioritized list of what needs to be done to create the app the user wants. The list can be technical requirements or user centric in the form of user stories. |
| Best so far | Keeps track of a record best or worst and updates when a new record best or worst has been reached. |
| Bit | A single unit of binary consisting of only one place whose value can be 0 or 1. |
| Binary | The binary number system is base 2, using only bits 0 and 1. |
| Boolean Expression | A processing decision branch using comparison operators (= ≠ > <) that is defined to return a true or false value |
| Byte | Eight bits, able to represent 256 distinct values. Abbreviated “b”. |
| Concatenation | A joining together of separate items —without changing them—into one place. |
| Conditional Statement | A command that performs different actions depending on whether a condition is true or false. |
| Debug | To identify bugs or errors in computer hardware or programs and fix them. |
| Decrement | Reduced in number by one |
| Driver | The person who writes the code in a computer program when two programmers are working together. |
| Encryption | The process of converting plaintext to ciphertext. |
| End User | A representative consumer for whom a hardware or software product is designed. |
| Event | An action or occurrence that happens during runtime that will trigger a response or behavior by the software. Examples of events include user-initiated events, such as clicking a button, or external events, such as the device receiving an SMS text message. |
| Event-driven Programming | Type of computer programming where the program responds to an input (or trigger). |
| Event Handler | A block of code that is triggered when a certain event happens. |
| Global Variable | Stored data that may be used by any part of the program. |
| Increment | To increase the value of a numeric variable by a set amount. |
| Input | Information or signals entered into a computer system. Examples of input devices are buttons, keys on a keyboard, touch screens, and accelerometers. |
| Iteration | A process of repeating a set of instructions a specified number of times or until a condition is met. |
| Methods | A function that is a member of a class. |
| Navigator | The person who observes or reviews each line of code in a computer program as it is typed when two programmers are working together. |
| Objects | A specific instance of a class with a specific set of values for its own attributes that is able to execute any methods defined in its class. |
| Pixel | Any one of the very small dots that together form the picture on a digital screen. The word pixel is short for picture element. |
| Procedure | A sequence of actions or instructions to follow in solving a problem or accomplishing a task. |
| Pseudocode | A way to work out the logic without worrying too much about the specifics of the language you are |
| Sprint Task Lists | A list of the individual parts that need development to address a backlog item. |
| Stepper | A variable that counts in an arithmetic sequence, usually counting by ones starting at 0 or 1. |
| Variable | A placeholder in a device’s memory that stores a value a program is using. |
| Walker | Stores one item from a list at a time during iteration. |
| Abstraction | The process of reducing complexity by hiding unnecessary details to make it easier to think about a problem. |