| A | B |
| Algorithm | An ordered set of instructions that are used to carry out a task. |
| Algorithmic Thinking | The process of solving problems using a series of steps. |
| Assignment Statement | A line of code that assigns a value to a variable. |
| Boolean Logic | A form of mathematics in which an expression is reduced to either True or False. |
| Bug | A flaw in a computer program that causes the program to produce an incorrect result or behavior. |
| Compiler | A program that translates instructions or code into a language that can be read and understood by a computer. |
| Compilation Error | Issues in a program’s code. |
| Computer Science | The science of creating artifacts and solving problems using the help of a computer. Some of the areas of focus include software engineering, programming, data analysis, algorithms, graphics, and animation. |
| Conditional Statement | A command that performs different actions depending on whether a condition is true or false. |
| Controller Layer | The layer of an app that contains the program that tells the app how to behave. |
| Data Type | The type of information stored in a variable. Common data types are Number, String, and Boolean. |
| Declare | To create a variable in a program and give it a name. |
| Decompose | To break a problem down into smaller pieces. |
| Debug | To identify bugs or errors in computer hardware or programs and fix them. |
| Design Brief | A written plan that identifies a problem, its criteria, and its constraints. The design brief is used to encourage thinking about all aspects of a problem before attempting a solution. |
| Design Process | A systematic, problem-solving strategy that designers follow to come up with a solution to a problem. |
| Driver | The person who writes the code in a computer program when two programmers are working together. |
| Emulator | A simulator that imitates a program or events. |
| End User | A representative consumer for whom a hardware or software product is designed. |
| Error | An incorrect result produced by a computer program. |
| 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. |
| Flowchart | A diagram that represents an algorithm, work flow, or process, and uses geometric symbols connected by arrows to show the direction of the flow of action. |
| Global | A keyword used when declaring a variable. “Global” makes the variable available to all the blocks in the program. |
| Increment | To increase the value of a numeric variable by a set amount. |
| Incremental Approach | An approach to programming where the programmer adds and tests code in small chunks at a time to make sure it behaves the way they want it to, before adding more code. |
| Initialize | To assign a variable its initial, or first, value. |
| Live Programming | A programming environment where updates to a program during development automatically appear on the connected testing device. |
| Mobile Application (or app) | A type of software application designed to run on a mobile device, such as a smartphone or tablet computer. |
| 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. |
| 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. |
| 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. |
| Program | A set of instructions that a computer executes to achieve a particular objective. |
| Runtime | The period when a program is running. Runtime begins when a program is opened (or executed) and ends when the program is closed. |
| Scope of a Variable | The part of a program where a variable is visible and can be used by the code. |
| Trace Table | A chart used by programmers to keep track of the values of variables in their program. |
| program. User Interface (UI) | The visual part of a computer app or operating system, through which an end user interacts with the computing device or software. |
| User-initiated Event | In a program, an event that is triggered by user interaction with the user interface. |
| Variable | A placeholder in a device’s memory that stores a value a program is using. |
| View Layer | The layer of an app that the user sees and interacts with. |