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A user with 480 edits. Account created on 5 July 2025.
8 July 2025
- 12:5012:50, 8 July 2025 diff hist +4 Main Page →3.5 Basic Data Structures Tag: Visual edit
- 12:4912:49, 8 July 2025 diff hist +3,004 N Strings (Manipulation, Common Operations) 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..." current Tag: Visual edit
- 12:4412:44, 8 July 2025 diff hist +54 Main Page →3.5 Basic Data Structures Tag: Visual edit
- 12:4212:42, 8 July 2025 diff hist +2,533 N 3.5.1 Arrays (One-dimensional, Multi-dimensional) 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..." current Tag: Visual edit
- 12:3912:39, 8 July 2025 diff hist +4 Main Page →3.5 Basic Data Structures Tag: Visual edit
- 12:3912:39, 8 July 2025 diff hist +1,028 N Basic Data Structures 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..." current Tag: Visual edit
- 12:3412:34, 8 July 2025 diff hist +55 Main Page No edit summary Tag: Visual edit
- 12:3212:32, 8 July 2025 diff hist +2,663 N 3.4.3 Scope 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 "..." current Tag: Visual edit
- 12:2512:25, 8 July 2025 diff hist +2,796 N 3.4.2 Parameters and Return Values 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..." current Tag: Visual edit
- 11:2111:21, 8 July 2025 diff hist −414 1.2.5 Transistors & Integrated Circuits No edit summary current Tag: Visual edit
- 11:1911:19, 8 July 2025 diff hist −391 1.2.5 Transistors & Integrated Circuits No edit summary Tag: Visual edit
7 July 2025
- 20:3920:39, 7 July 2025 diff hist +33 Main Page →3.4 Functions/Methods Tag: Visual edit
- 20:3920:39, 7 July 2025 diff hist +2,424 N 3.4.1 Definition and Purpose 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..." current Tag: Visual edit
- 20:3520:35, 7 July 2025 diff hist +26 Main Page →3.4 Functions/Methods Tag: Visual edit
- 20:3420:34, 7 July 2025 diff hist +905 N 3.4 Functions/Methods 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..." current Tag: Visual edit
- 20:3020:30, 7 July 2025 diff hist +52 Main Page →3.3 Control Structures Tag: Visual edit
- 20:2820:28, 7 July 2025 diff hist +422 Conditional Statements (if, else if, else, switch) No edit summary current Tag: Visual edit
- 20:2320:23, 7 July 2025 diff hist +320 3.3.2 Looping Constructs (for, while, do-while) →3.3.2 Looping Constructs (for, while, do-while) current Tag: Visual edit
- 20:2120:21, 7 July 2025 diff hist +3,152 N 3.3.2 Looping Constructs (for, while, do-while) 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
- 20:1920:19, 7 July 2025 diff hist +108 Main Page →3.3 Control Structures Tag: Visual edit
- 20:1820:18, 7 July 2025 diff hist +4 Main Page →3.3 Control Structures Tag: Visual edit
- 20:1820:18, 7 July 2025 diff hist +2,978 Conditional Statements (if, else if, else, switch) →3.3.1 Conditional Statements (if, else if, else, switch) Tag: Visual edit
- 19:5419:54, 7 July 2025 diff hist +728 N Conditional Statements (if, else if, else, switch) 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
- 19:4319:43, 7 July 2025 diff hist +153 Main Page →3.2 Data Types & Variables Tag: Visual edit
- 19:4219:42, 7 July 2025 diff hist +1,054 N 3.3 Control Structures 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,..." current Tag: Visual edit
- 19:3919:39, 7 July 2025 diff hist +2,911 N 3.2.3 Variable Declaration and Initialization 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..." current Tag: Visual edit
- 19:3519:35, 7 July 2025 diff hist +2,744 N 3.2.2 Reference Data Types (Strings, Objects) 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"''..." current Tag: Visual edit
- 19:2719:27, 7 July 2025 diff hist +2,973 N 3.2.1 Primitive Data Types (Integers, Floats, Booleans, Characters) 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. **..." current Tag: Visual edit
- 19:2419:24, 7 July 2025 diff hist +31 Main Page →3.2 Data Types & Variables Tag: Visual edit
- 19:2419:24, 7 July 2025 diff hist +1,130 N 3.2 Data Types & Variables 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..." current Tag: Visual edit
- 19:2019:20, 7 July 2025 diff hist +65 Main Page →3.0 Programming Fundamentals Tag: Visual edit
- 19:1919:19, 7 July 2025 diff hist +2,747 N 3.1.3 Functional Programming (Basic Concepts) 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..." current Tag: Visual edit
- 19:1619:16, 7 July 2025 diff hist +2,813 N 3.1.2 Object-Oriented Programming (OOP) - Basic Concepts 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..." current Tag: Visual edit
- 19:0919:09, 7 July 2025 diff hist +33 Main Page →3.1 Programming Paradigms Tag: Visual edit
- 16:1416:14, 7 July 2025 diff hist +1,911 N 3.1.1 Procedural Programming 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..." current Tag: Visual edit
- 15:3315:33, 7 July 2025 diff hist +30 Main Page →3.1 Programming Paradigms Tag: Visual edit
- 15:3115:31, 7 July 2025 diff hist +765 N 3.1 Programming Paradigms 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'''...." current Tag: Visual edit
- 15:3115:31, 7 July 2025 diff hist +33 Main Page →3.0 Programming Fundamentals Tag: Visual edit
- 15:3015:30, 7 July 2025 diff hist +940 N 3.0 Programming Fundamentals 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..." current Tag: Visual edit
- 15:2915:29, 7 July 2025 diff hist +8 Main Page →2.4 Computational Thinking Tag: Visual edit
- 15:2415:24, 7 July 2025 diff hist +1,813 N 2.4.4 Algorithms 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..." current Tag: Visual edit
- 15:2015:20, 7 July 2025 diff hist +1,680 N 2.4.3 Abstraction 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..." current Tag: Visual edit
- 15:1815:18, 7 July 2025 diff hist +4 Main Page →2.4 Computational Thinking Tag: Visual edit
- 15:1615:16, 7 July 2025 diff hist +1,531 N 2.4.2 Pattern Recognition 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..." current Tag: Visual edit
- 15:0815:08, 7 July 2025 diff hist +4 Main Page →2.4 Computational Thinking Tag: Visual edit
- 15:0615:06, 7 July 2025 diff hist +1,190 N 2.4.1 Decomposition 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..." current Tag: Visual edit
- 14:3314:33, 7 July 2025 diff hist +4 Main Page No edit summary Tag: Visual edit
- 14:3214:32, 7 July 2025 diff hist +893 N Computational Thinking 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..." current Tag: Visual edit
- 14:2314:23, 7 July 2025 diff hist +383 Main Page No edit summary Tag: Visual edit
- 14:0914:09, 7 July 2025 diff hist +155 Main Page No edit summary Tag: Visual edit