Place to put data

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  • “place to put data” and is usually represented by a letter or a word; can`t contain spaces;

  • Usually there are several ways to put information into a variable. The most common way is to use the equal sign (=).

  • COUNT=COUNT + 2 means take the current value of COUNT, add 2 to it, and make it the new value of COUNT.

  • Sometimes you must specify the type of data that will be placed in a variable.

  • Here are some examples of data types:

  • Numeric (numbers of all kinds)

  • String (text, “strings of letters”)

  • Integer (whole numbers)

  • Long (large numbers)

  • Boolean (true/false)

Global Variables: A global variable is one that can be shared by all parts of a program, including any functions or sub-programs.

Local Variables: A local variable is one that is used only within a certain part of the program, for example, only in one function or sub-program.
IF Statement: IF THEN ELSE STATEMENT - (commands are given for both true or false answers

eg. If x > 50 print old; if x<50 print young.

IF THEN STATEMENT – when the condition is false, the program ignores the THEN commands and continues to the next line.
Pseudocode: Steps written in English in a Right sequence. The logic of a program shown ins a chart.
Flow Chart: Steps written in graphic symbols

Rectangle: Calculation, process

Losango: Decision (if statements)

Cilindro: Start/ End

*Paralelogramo: Input Output (data)

Syntax: Programming languages are truly languages. They have rules about grammar, spelling, punctuation, etc. You need to learn the rules of a programming language, just as you learned to speak and write English.


  • A loop is a repetition of all or part of the commands in a program.

  • A loop often has a counter (a variable) and continues to repeat a specified number of times.

  • A loop may also continue until a certain condition is met (e.g., until the end of a file or until a number reaches a set limit)

Functions: In most programming languages, small sub-programs are used to perform some of the tasks. These may be called functions, subroutines, handlers, or other such terms. Functions often have names (e.g., getName or CALCTAX). A function generally gets information from the main program, performs some task, and returns information back to the program. Functions follow the same rules of syntax, etc. as the main program. JavaScript code is primarily made of a series of functions.

Code: Means writing the program in the appropriate language. It’s needed to write the code exactly (spelling, capitals/lower case, punctuation, etc.)

Debugging: To “debug” means to try a program, then fix any mistakes. Virtually no program works the first time you run it. There are just too many places to make errors. When you are debugging a program, look for spelling and punctuation errors. Fix one error at a time, and then try the program again.

Compile: To “compile” a program means to translate it into binary code
Argument: a value that is passed between programs, subroutines or functions. Arguments are independent items, or variables, that contain data or codes. When an argument is used to customize a program for a user, it is typically called a "parameter."
Code Block: In computer programming, a block is a section of code which is grouped together. Blocks consist of one or more declarations and statements.
Comments: In computer programming, a comment is a programmer-readable annotation in the source code of a computer program. They are added with the purpose of making the source code easier to understand, and are generally ignored by compilers and interpreters.

Documentation: In computer hardware and software product development, documentation is the information that describes the product to its users. It consists of the product technical manuals and online information (including online versions of the technical manuals and help facility descriptions). The term is also sometimes used to mean the source information about the product contained in design documents, detailed code comments, white papers, and blackboard session notes.

Logic: Logic programming is a programming paradigm based on formal logic. A program written in a logic programming language is a set of sentences in logical form, expressing facts and rules about some problem domain. Major logic programming language families include Prolog, Answer set programming (ASP) and Datalog.
Procedural: Procedural programming is a programming paradigm, derived from structured programming, based upon the concept of the procedure call. Procedures, also known as routines, subroutines, methods, or functions (not to be confused with mathematical functions, but similar to those used in functional programming), simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. 
Procedural Call: In computer science, a remote procedure call (RPC) is an inter-process communication that allows a computer program to cause a subroutine or procedure to execute in another address space (commonly on another computer on a shared network) without the programmer explicitly coding the details for this remote interaction.

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