| 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. |
| Argument | The values that a program provides to a function or subroutine. |
| Arithmetic Operators | A symbol in code that tells a computer to perform a specific math operation, such as addition, subtraction, multiplication, or division. (+ ¬¬¬– × / ). |
| 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. |
| 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 |
| Call a procedure | To direct a program to execute or reference a certain procedure. |
| 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 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. |
| 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. |
| Variable | A placeholder in a device’s memory that stores a value a program is using. |
| Function | In programming, a named section of a program that performs a specific task. A function is a block of organized and reusable code that performs a single action. |
| Integer | A whole number that does not have a decimal or any digits after the decimal. |
| List | An ordered way to store information. |
| Loop | A sequence of instructions that continually repeats until a condition is met. |
| User Interface | What the user interacts with on the device. It can include the touch screen, buttons, and even an accelerometer that senses and sends the orientation of the device. |
| User Story | Each of the app features is a user story. User stories are the individual items that make up the whole solution or app |