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8 July 2025

  • 13:0513:05, 8 July 2025 3.6.2 Exception Handling (try-catch) (hist | edit) [3,142 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.6.2 Exception Handling (try-catch) === Imagine you're a robot trying to open a file on a computer. What if the file isn't there? Instead of just stopping and saying "Error!", you want the robot to be polite and say, "I couldn't find the file, would you like me to try again?" '''Exception Handling''' is a programming technique that allows your program to '''gracefully deal with runtime errors''' (also called "exceptions"). Instead of crashing when something unexpec...") Tag: Visual edit
  • 13:0013:00, 8 July 2025 3.6.1 Types of Errors (Syntax, Runtime, Logic) (hist | edit) [3,632 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.6.1 Types of Errors (Syntax, Runtime, Logic) === When a program doesn't work right, it's usually because of one of three main types of errors: * '''Syntax Errors:''' ** '''What they are:''' These are like grammar mistakes or spelling errors in your programming language. Just like you'd get a red line under a misspelled word in a word processor, the computer's language checker (called a '''compiler''' or '''interpreter''') will catch these errors ''before'' your pr...") Tag: Visual edit
  • 12:5412:54, 8 July 2025 Error Handling & Debugging (hist | edit) [714 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.6 Error Handling & Debugging === Imagine you're building a complex LEGO castle, and suddenly a piece breaks, or you put a piece in the wrong spot. The castle won't look right, or it might even fall apart! In programming, just like building, things can go wrong. '''Errors''' are problems that stop your program from working correctly. '''Error Handling''' is about planning for these problems and making your program deal with them gracefully, instead of just crashing...") Tag: Visual edit
  • 12:4912:49, 8 July 2025 Strings (Manipulation, Common Operations) (hist | edit) [3,004 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.5.2 Strings (Manipulation, Common Operations) === You've already learned that a '''String''' is a reference data type that holds a sequence of characters, like words or sentences. But what can you ''do'' with strings? How do you change them or get parts of them? '''String Manipulation''' refers to all the different ways you can work with and change strings in your program. Because text is such a common type of data, programming languages provide many useful tools...") Tag: Visual edit
  • 12:4212:42, 8 July 2025 3.5.1 Arrays (One-dimensional, Multi-dimensional) (hist | edit) [2,533 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.5.1 Arrays (One-dimensional, Multi-dimensional) === Imagine you have a row of mailboxes, all lined up. Each mailbox has a number (like 1, 2, 3...) and can hold one letter. If you want to find the letter in mailbox number 5, you just go directly to mailbox 5. An '''Array''' is like a row of mailboxes (or a list of numbered slots) in a computer's memory. It's a data structure that stores a '''fixed-size collection of items of the same type''' in a specific order. Ea...") Tag: Visual edit
  • 12:3912:39, 8 July 2025 Basic Data Structures (hist | edit) [1,028 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.5 Basic Data Structures === Imagine you have a bunch of books. How do you organize them so you can find them easily? You could put them on a single shelf in a line, or stack them, or put them into categories. How you arrange them affects how quickly you can find a specific book. In programming, a '''Data Structure''' is a special way of '''organizing and storing data''' in a computer so that it can be used and managed efficiently. It's like having different types...") Tag: Visual edit
  • 12:3212:32, 8 July 2025 3.4.3 Scope (hist | edit) [2,663 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.4.3 Scope === Imagine you have a secret diary. Only ''you'' can read and write in it. Your friend also has a secret diary, and only ''they'' can read and write in theirs. Your diary is "private" to you, and your friend's diary is "private" to them. You can't just open your friend's diary, even if you know they have one. In programming, '''Scope''' refers to '''where in your code a variable or function can be accessed or "seen."''' It defines the "visibility" and "...") Tag: Visual edit
  • 12:2512:25, 8 July 2025 3.4.2 Parameters and Return Values (hist | edit) [2,796 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.4.2 Parameters and Return Values === Imagine you have a robot that can make smoothies. To make a smoothie, the robot needs to know ''what ingredients'' to use (like bananas, strawberries, milk). After it makes the smoothie, it gives you the finished drink. In programming, functions often need information to do their job, and they can also give back a result after they're done. * '''Parameters (Inputs):''' ** '''Parameters''' (sometimes called '''arguments''') are...") Tag: Visual edit

7 July 2025

  • 20:3920:39, 7 July 2025 3.4.1 Definition and Purpose (hist | edit) [2,424 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.4.1 Definition and Purpose === A '''function''' (or method) is a named section of a program that performs a specific, well-defined task. '''Definition:''' * A function is a '''self-contained block of code''' designed to do a particular job. * It has a '''name''' (like <code>calculateArea</code> or <code>displayMessage</code>). * It can take '''inputs''' (called parameters or arguments). * It can produce an '''output''' (called a return value). '''Purpose:''' Fun...") Tag: Visual edit
  • 20:3420:34, 7 July 2025 3.4 Functions/Methods (hist | edit) [905 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.4 Functions/Methods === Imagine you're building a robot that can do many different tasks, like "dance," "sing," or "clean the room." Instead of writing all the instructions for dancing every single time you want the robot to dance, you can write those instructions once and give them a name, like <code>dance()</code>. Then, whenever you want the robot to dance, you just say <code>dance()</code>, and it knows exactly what to do! In programming, '''Functions''' (also...") Tag: Visual edit
  • 20:2120:21, 7 July 2025 3.3.2 Looping Constructs (for, while, do-while) (hist | edit) [3,472 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.3.2 Looping Constructs (for, while, do-while) === Imagine you need to count from 1 to 100, or you need to send an email to everyone on a list. Doing this manually, one by one, would be super boring and take forever! '''Looping Constructs''' (also called '''loops''') are programming instructions that allow your program to '''repeat a block of code multiple times.''' They are incredibly powerful for automating repetitive tasks. There are different types of loops, e...") Tag: Visual edit
  • 19:5419:54, 7 July 2025 Conditional Statements (if, else if, else, switch) (hist | edit) [4,128 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.3.1 Conditional Statements (if, else if, else, switch) === Imagine you're at a crossroads, and you need to decide which way to go. Your decision depends on a condition, like "If the sign says 'Beach', go left. Otherwise, go straight." '''Conditional Statements''' are programming instructions that allow your program to '''make decisions''' based on whether a certain condition is true or false. They let your code choose different paths of execution. Here are the ma...") Tag: Visual edit
  • 19:4219:42, 7 July 2025 3.3 Control Structures (hist | edit) [1,054 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.3 Control Structures === Imagine you're giving instructions to a friend, but you want them to do different things based on certain conditions. For example: "If it's raining, take an umbrella. Otherwise, wear a hat." Or, "Keep walking until you reach the park." In programming, '''Control Structures''' are special instructions that tell the computer '''how to control the flow of your program's execution.''' They decide ''when'' certain parts of your code should run,...") Tag: Visual edit
  • 19:3919:39, 7 July 2025 3.2.3 Variable Declaration and Initialization (hist | edit) [2,911 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.2.3 Variable Declaration and Initialization === Imagine you're setting up those labeled boxes for your information. Before you can put anything ''into'' a box, you first need to: # '''Declare''' the box (give it a name and say what kind of stuff will go in it). # '''Initialize''' the box (put a starting piece of information in it). '''Variable Declaration''' * This is where you tell the computer: "Hey, I'm going to need a storage spot, and here's what I'm going...") Tag: Visual edit
  • 19:3519:35, 7 July 2025 3.2.2 Reference Data Types (Strings, Objects) (hist | edit) [2,744 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.2.2 Reference Data Types (Strings, Objects) === While primitive data types store simple, direct values, '''Reference Data Types''' are a bit different. Imagine instead of putting the actual item in a box, you put a ''map'' or an ''address'' to where the item is stored in a much bigger warehouse. '''Reference Data Types''' (often called "objects" in programming) don't store the actual data directly. Instead, they store a '''"reference"''' or a '''"memory address"''...") Tag: Visual edit
  • 19:2719:27, 7 July 2025 3.2.1 Primitive Data Types (Integers, Floats, Booleans, Characters) (hist | edit) [2,973 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.2.1 Primitive Data Types (Integers, Floats, Booleans, Characters) === Think of the simplest, most basic pieces of information a computer can hold. These are like the atoms of data! '''Primitive Data Types''' are the fundamental, built-in data types in most programming languages. They store single, simple pieces of information directly. Here are some common primitive data types: * '''Integers (Whole Numbers):''' ** These are numbers without any decimal points. **...") Tag: Visual edit
  • 19:2419:24, 7 July 2025 3.2 Data Types & Variables (hist | edit) [1,130 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.2 Data Types & Variables === Imagine you're organizing a box of different things: some are numbers, some are words, and some are just "yes" or "no" answers. You wouldn't store a number in the same way you store a long story, right? In programming, '''Data Types''' are like categories for the different kinds of information a computer can work with. They tell the computer what kind of data to expect (like a whole number, a decimal number, a letter, or a sentence) an...") Tag: Visual edit
  • 19:1919:19, 7 July 2025 3.1.3 Functional Programming (Basic Concepts) (hist | edit) [2,747 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.1.3 Functional Programming (Basic Concepts) === Imagine you have a super-smart calculator. You give it numbers and tell it to do things like "add these two numbers" or "find the square root of this number." The calculator just gives you the answer; it doesn't change anything else outside of that calculation. '''Functional Programming''' is a style of programming that focuses on '''"what to calculate" rather than "how to do every step"''' (like procedural) or "what...") Tag: Visual edit
  • 19:1619:16, 7 July 2025 3.1.2 Object-Oriented Programming (OOP) - Basic Concepts (hist | edit) [2,813 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.1.2 Object-Oriented Programming (OOP) - Basic Concepts === Imagine you're designing a video game where you have different characters: a knight, a wizard, and a dragon. Instead of just listing all their actions as separate steps, you can think of them as "objects." '''Object-Oriented Programming (OOP)''' is a popular way to organize code around '''"objects"''', which are like digital versions of real-world things. Each object can have its own '''properties''' (thin...") Tag: Visual edit
  • 16:1416:14, 7 July 2025 3.1.1 Procedural Programming (hist | edit) [1,911 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.1.1 Procedural Programming === Imagine you have a recipe for baking cookies. It's a list of steps, one after another: "Mix flour and sugar," "Add eggs," "Stir well," "Bake for 10 minutes." You follow the instructions in order, and voilà, you get cookies! '''Procedural Programming''' is a lot like that. It's one of the oldest and most straightforward ways to tell a computer what to do. In procedural programming, you '''write a series of steps (or procedures) that...") Tag: Visual edit
  • 15:3115:31, 7 July 2025 3.1 Programming Paradigms (hist | edit) [765 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 3.1 Programming Paradigms === Imagine you're building a house. There are many ways to build a house, right? You could follow a traditional blueprint, use pre-made sections that fit together, or even build it using eco-friendly materials and designs. Each of these is a different "style" or "approach" to building. In the world of computer programming, there are also different '''styles or approaches to writing code''', and these are called '''Programming Paradigms'''....") Tag: Visual edit
  • 15:3015:30, 7 July 2025 3.0 Programming Fundamentals (hist | edit) [940 bytes] Mr. Goldstein (talk | contribs) (Created page with "= 3.0 Programming Fundamentals = Imagine you want a robot to do something for you, like fetch a specific book from a shelf. How would you tell it exactly what to do? You'd have to give it very clear, step-by-step instructions: "Walk three steps forward," "Turn left," "Reach out," "Grab the blue book," "Come back." '''Programming''' is basically giving instructions to a computer in a language it understands. Just like you speak English and a robot might understand a spec...") Tag: Visual edit
  • 15:2415:24, 7 July 2025 2.4.4 Algorithms (hist | edit) [1,813 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 2.4.4 Algorithms === You've broken down your problem (Decomposition), found similarities (Pattern Recognition), and focused on the important parts (Abstraction). Now it's time to create the instructions! An '''Algorithm''' is the fourth and final tool. It's a '''set of clear, step-by-step instructions''' for solving a problem or completing a task. Think of it like a recipe for baking a cake, or directions to get to a friend's house. Each step must be precise, so any...") Tag: Visual edit
  • 15:2015:20, 7 July 2025 2.4.3 Abstraction (hist | edit) [1,680 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 2.4.3 Abstraction === Imagine you're using a TV remote control. You press the "Volume Up" button, and the volume goes up. Do you need to know exactly how the electrical signals travel inside the remote, how they're sent to the TV, or how the TV's internal circuits adjust the sound? No! You just need to know that pressing the button makes the volume louder. '''Abstraction''' is the third tool. It means '''focusing on the important details and ignoring the unnecessary...") Tag: Visual edit
  • 15:1615:16, 7 July 2025 2.4.2 Pattern Recognition (hist | edit) [1,531 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 2.4.2 Pattern Recognition === After you've broken down a big problem, the next step is to look for clues! '''Pattern Recognition''' is the second tool. It means '''looking for similarities, trends, or repeating patterns''' in the smaller problems you've identified. Finding patterns can help you solve problems more efficiently because you might realize you've solved a similar problem before, or that parts of the problem can be solved in the same way. '''How it works...") Tag: Visual edit
  • 15:0615:06, 7 July 2025 2.4.1 Decomposition (hist | edit) [1,190 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== 2.4.1 Decomposition === Imagine you have a giant, complicated LEGO set with thousands of pieces. If you just dump them all out and try to build the whole thing at once, it would be overwhelming, right? '''Decomposition''' is the first tool in our computational thinking toolbox. It means '''breaking down a big, complicated problem into smaller, more manageable parts.''' Each small part is easier to understand and solve on its own. '''How it works:''' When you decomp...") Tag: Visual edit
  • 14:3214:32, 7 July 2025 Computational Thinking (hist | edit) [893 bytes] Mr. Goldstein (talk | contribs) (Created page with "= 2.4 Computational Thinking = Imagine you have a super-smart way of thinking that helps you solve all sorts of problems, not just with computers, but in everyday life too! That's kind of what '''Computational Thinking''' is. It's a set of powerful skills that computer scientists use, but anyone can learn them to break down tough problems, find solutions, and make things work better. Think of it like having a special toolbox for your brain. Inside this toolbox, there ar...") Tag: Visual edit
  • 13:3813:38, 7 July 2025 2.3.3 Representing Algorithms (Flowcharts, Pseudocode) (hist | edit) [4,307 bytes] Mr. Goldstein (talk | contribs) (Created page with "== 2.3.3 Representing Algorithms (Flowcharts, Pseudocode) == Once we understand what a good algorithm is, the next step is to figure out how to write it down so that both humans and computers can understand it. Since algorithms are like recipes or plans, we need special ways to show their steps clearly. Two common ways to represent algorithms are '''flowcharts''' and '''pseudocode'''. === Flowcharts === Imagine drawing a map for a set of instructions. That's a bit like...") Tag: Visual edit
  • 11:3411:34, 7 July 2025 2.3.2 Characteristics of Good Algorithms (hist | edit) [4,039 bytes] Mr. Goldstein (talk | contribs) (Created page with "== 2.3.2 Characteristics of Good Algorithms == When we create an algorithm, we want it to be a ''good'' one. Just like a good recipe helps you bake a delicious cake every time, a good algorithm helps a computer solve a problem efficiently and correctly. Here are the main things that make an algorithm good: '''1. Correctness:''' The most important thing is that an algorithm must be '''correct'''. This means it always gives the right answer for every possible input it's d...") Tag: Visual edit
  • 11:2611:26, 7 July 2025 2.3.1 Definition of an Algorithm (hist | edit) [2,094 bytes] Mr. Goldstein (talk | contribs) (Created page with "== 2.3 Algorithms & Pseudocode == At the core of computer science lies the concept of the algorithm. An algorithm is a well-defined, step-by-step procedure for solving a problem or accomplishing a task. It's a sequence of unambiguous instructions that, when executed, produces a desired output within a finite amount of time. Understanding algorithms is fundamental to programming and problem-solving in computing, as they provide the logical blueprints for software and syst...") Tag: Visual edit

6 July 2025

  • 23:3323:33, 6 July 2025 2.2.3 Boolean Expressions & Simplification (hist | edit) [5,105 bytes] Mr. Goldstein (talk | contribs) (Created page with "Okay, let's move on to how computer scientists write down these logic rules using a kind of shorthand, and how they make those rules simpler! We're talking about '''Boolean Expressions & Simplification'''. === 2.2.3 Boolean Expressions & Simplification: Writing Down Logic Rules Simply === You've seen how logic gates make decisions (like AND, OR, NOT). But what if you have a really complicated set of decisions, with many gates all connected together? Drawing pictures of...") Tag: Visual edit
  • 23:2923:29, 6 July 2025 2.2.2 Truth Tables (hist | edit) [4,241 bytes] Mr. Goldstein (talk | contribs) (Created page with "Let's continue our journey into how computers make decisions by looking at '''Truth Tables'''! === 2.2.2 Truth Tables: The Rulebook for Logic Gates === Imagine you have a new game, and you want to know all the possible ways to play it and what happens in each situation. A '''Truth Table''' is kind of like that, but for logic gates! '''What is a Truth Table?''' A '''Truth Table''' is a special chart that shows '''all possible combinations of inputs''' to a logic gate (...") Tag: Visual edit
  • 23:2523:25, 6 July 2025 2.2.1 AND, OR, NOT, XOR, NAND, NOR gates (hist | edit) [8,400 bytes] Mr. Goldstein (talk | contribs) (Created page with "Let's explore the fundamental "decision-makers" inside every computer: '''Boolean Algebra and Logic Gates'''! === 2.2 Boolean Algebra & Logic Gates: The Computer's Decision Makers === Imagine a computer trying to figure out if it should do something. For example, "Should I open this app ''and'' play this sound?" or "Should I save this file ''or'' delete it?" Computers don't have brains like ours to make these choices. Instead, they use a special kind of math called '''B...") Tag: Visual edit
  • 23:1323:13, 6 July 2025 2.1.4 Image, Audio, and Video Representation (Basic) (hist | edit) [5,945 bytes] Mr. Goldstein (talk | contribs) (Created page with "Okay, let's explore how computers handle the fun stuff – pictures, music, and movies! It all comes down to turning those sights and sounds into the computer's secret language of 0s and 1s. === 2.1.4 Image, Audio, and Video Representation: Bringing Sights and Sounds to Life! === You've learned that computers understand text by giving each letter a number. But how do they "see" a photograph, "hear" a song, or "watch" a video? It's all about breaking these things down in...") Tag: Visual edit
  • 23:0723:07, 6 July 2025 2.1.3 Character Encoding (ASCII, Unicode, UTF-8) (hist | edit) [5,649 bytes] Mr. Goldstein (talk | contribs) (Created page with "Okay, let's unlock another secret of how computers understand our language: '''Character Encoding'''! === 2.1.3 Character Encoding: How Computers Read Your Words === You're reading these words right now, but how does your computer know that the pattern of 0s and 1s it stores is supposed to show you the letter 'A' or the symbol '?'? It's because of something called '''character encoding'''. Think of character encoding like a giant secret codebook or a dictionary that bo...") Tag: Visual edit
  • 22:5922:59, 6 July 2025 2.1.2 Number Systems (Decimal, Binary, Octal, Hexadecimal) (hist | edit) [11,791 bytes] Mr. Goldstein (talk | contribs) (Created page with "== 2.1.2 Number Systems: The Different Ways We Count! == You know how we use numbers every day for counting, measuring, and so much more? Well, the way we write and understand those numbers is called a '''number system'''. You might think there's only one way to count, but computers use different systems than we do, and sometimes computer scientists use special ones to make their work easier! === Decimal (Base-10): Our Everyday System === This is the number system you u...") Tag: Visual edit
  • 22:4622:46, 6 July 2025 2.1.1 Binary Numbers (Bits, Bytes) (hist | edit) [6,526 bytes] Mr. Goldstein (talk | contribs) (Created page with "== How Computers Understand the World: Foundational Concepts == Have you ever wondered how your computer, phone, or tablet actually "sees" and "hears" all the information you give it? It's not magic! Computers have a special way of understanding everything, from the words you type to the pictures you see and the music you listen to. It all comes down to something called '''data representation'''. === 2.1 Data Representation: The Computer's Secret Language === Imagine yo...") Tag: Visual edit
  • 22:2522:25, 6 July 2025 1.4.1 Theoretical CS, Algorithms, Data Structures, AI, ML, Cybersecurity, Networking, etc. (hist | edit) [7,304 bytes] Mr. Goldstein (talk | contribs) (Created page with "=== Personal Computers & the Internet: How They Changed Our World === Imagine a time when computers were huge machines that took up entire rooms and were only used by governments or big companies! That's how it used to be. But then, some amazing things happened that changed everything, bringing computers into our homes and connecting us all through the internet. '''Personal Computers Come to Life''' For a long time, computers were special and expensive, designed mostly...") Tag: Visual edit
  • 13:4613:46, 6 July 2025 1.3.1 Ada Lovelace, Alan Turing, Grace Hopper, Dennis Ritchie, Linus Torvalds, etc. (hist | edit) [41,708 bytes] Mr. Goldstein (talk | contribs) (Created page with "'''Key Figures in Computer Science''' = Computer Science Heroes: The Brilliant Minds Who Shaped Our Digital World = === 1. Introduction: What is Computer Science and Why Do We Need Heroes? === Computer science is an exciting field that explores how computers work, from the tiny chips that power smartphones to the vast networks connecting the entire world. It is a discipline focused on solving problems, creating innovative tools, and understanding how information can be...") Tag: Visual edit
  • 13:2913:29, 6 July 2025 1.2.6 Personal Computers & the Internet (hist | edit) [2,864 bytes] Mr. Goldstein (talk | contribs) (Created page with "...This page in progress.") Tag: Visual edit
  • 13:2513:25, 6 July 2025 0.0.0 About this Wiki (hist | edit) [282 bytes] Mr. Goldstein (talk | contribs) (Created page with "This Wiki was generated using Aritificial Intelligence (AI) Gemini Flash 2.5. Some reports were generated with using the "Deep Research" option of Gemini. This wiki is for educational purposes and experimental purposes, using AI to generate content. We hope you enjoy our Wiki.") Tag: Visual edit

5 July 2025

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