Abstraction is the process of identifying general principles in order that one solution can solve multiple problems.
An algorithm is a series of systematic instructions to solve a problem.
An Application Programming Interface (API) is a set of subroutine definitions, protocols and tools for building application software.
An associative array is an abstract data type composed of a collection of key-value pairs such that each possible key appears at most once.
The assignment operator assigns a value to a variable.
An attribute, in object-oriented programming, is a named property of a class that described the range of values that property may hold.
A breakpoint is a specific statement in a problem at which program execution can be halted for debugging purposes.
Classes are used in object-oriented programming as templates to create objects, provide initial values for state and implement behaviour.
Computational thinking is the thought process involved in describing a problem and its solutions so that an information-processing agent can carry out the solution. The defining characteristics of computational thinking are decomposition, pattern recognition, data representation, abstraction and algorithms.
A constructor, in object-oriented programming, a special type of subroutine called to create an object.
Cultural perspectives is the learning context that reflects a humanistic perspective which views teaching and learning as cultural transmission and acquisition.
Decomposition is breaking a complex problem into simpler parts.
Elegance means that code is correct, simple, efficient and readable.
Encapsulate means to restrict access to an object's internal properties.
Iteration means the repetition of a process, typically associated with loops.
Methods, in object-oriented programming, are procedures associated with a message and an object.
A mutable array has the ability to change in size (number of elements) while the program is running.
Object-oriented programming (OOP) is a programming paradigm that is based on objects, which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods.
Objects, in object-oriented programming, refer to a particular instance of a class where the object can be a combination of variables, functions and data structures.
Pattern recognition is learning to identify and use similarities to simplify, shorten and apply similar solutions.
Procedural programming is a programming paradigm that is based on calling procedures, routines, subroutines or functions.
Pseudocode is a notational system in which ideas can be expressed informally during algorithm development.
Recursion is the process by which a function calls itself.
Code refactoring is the process of restructuring existing computer code to improve its readability and reduce its complexity without changing its external behavior.
Scientific inquiry is the learning context that reflects an emphasis on understanding the natural and constructed world using systematic empirical processes that lead to the formation of theories that explain observed events and that facilitate prediction.
Scientific literacy is an evolving combination of the knowledge of nature, skills, processes and attitudes students need to develop inquiry, problem-solving and decision-making abilities to become lifelong learners and to maintain a sense of wonder about and responsibility towards the natural and constructed world.
STSE, which stands for science, technology, society and the environment, is the foundation of scientific literacy that is concerned with understanding the scope and character of science, its connections to technology and the social context in which it is developed.
STSE decision making is the learning context that reflects the need to engage citizens in thinking about human and world issues through a scientific lens in order to inform and empower decision making by individuals, communities and society.
The syntax of a language is the set of rules that describes the form of a valid program.
Technological problem solving is learning context that reflects an emphasis on designing and building to solve practical human problems.
A variable is a storage location for data in a computer program.
A visual programming language lets users create programs by manipulating program elements graphically rather than by specifying them textually.
A watch window displays variable values while the program is debugged using breakpoints.