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My WildCat Studios Portfolio

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Table of Contents

Vocab

Abstraction The most fundamental idea in computer science, giving a name to something in a program to make it more readable.
Procedural abstraction Using a procedure to name an idea, ex. the procedure "who" to the idea of picking an item from the list of people or cats.
script a bunch of blocks clicked together is called a script
sprites and costumes sprites are puppets for code. costumes are images worn by sprites.
Transparency how much you can see of a image (can be either very faded or very apparent)
List an ordered sequence of items made of strings
string a sequence of characters (letters, digits, punctuation, etc.) - substring: just extra existing string
Concatenation To concatenate strings means to make a bigger string by connecting two or more smaller strings.
debugging the process of testing, finding problems, and fixing them is called debugging.
procedure named sequence of instructions that may take inputs and may report a value. Some languages call procedures methods or functions
expression An expression is a either a constant value (such as "4" or "winter") or a call to a reporter block including its inputs Screenshot 2026-09-12 at 9 09 46 PM Screenshot 2026-09-12 at 9 08 11 PM
parameter A parameter (or formal parameter) is the input name, such as number of branches. The input name is set in the block definition. It never changes.
argument An argument (or actual argument) is the input value, The input value is given each time the block is run; it can be a different value each time.

Important Blocks

broadcast Sends a message to all the sprites. To set the message, click the down arrow and select "new..."
when I receive (Click help on the block to learned more about it in order to complete this definition)
commands have a jigsaw shape, they tell the computer what to do without reporting a value.
reporters reporters have an oval shape and report a value.
algorithm a sequence of steps that are usually performed by a computer. The algorithm doesn't have to be written in any particular programming language or even in a programming language at all; you can write your algorithm in English or any other human language.
pseudocode Some people call an algorithm written in human language pseudocode.

AP CSP Vocabulary

Algorithm **Definition:** A finite set of instructions used to accomplish a task. **In My Own Words:** algorithm is when a certain amount of set of instructions used to finish a task. **Example:** ``` { The instructions that move a robot into its final position } ```
Sequencing **Definition:** Statements execute in an order they appear unless the flow of control changes. **In My Own Words:** statements played in the order they are in unless the flow of control changes in the program. **Example:** ``` { ROTATE_LEFT() followed by MOVE_FOWARD() } ```
Selection **Definition:** Uses a condition to determine which part of a program is executed. **In My Own Words:** selection uses a condition to see what part of the program it applies to. **Example:** ``` { IF (x < 3) } ```
Iteration **Definition:** Repeating a set of instructions in an Algorithm. **In My Own Words:** iteration is when a program does the same batch of steps a certain amount of time instead of repeating them forever **Example:** ``` REPEAT 3 TIMES { MOVE_FORWARD() } ``` This repeats MOVE_FORWARD() three times.
Variable **Definition:** A named value that can change while a program runs. **In My Own Words:** Variable is a labeled value that can change while a program runs **example:** ```{I}``` in ```{i=3}``` This shows i's given value
Assignment **Definition:** Stores a value in a variable. **In My Own Words:** stores a value in variable. **Example:** ``` { i=3 } ```
Expression **Definition:** a combination of values, variables, and operators that evaluates to a value. **In My Own Words:** a bunch of values, variables, and operators that processes to a value. **Example:** ``` { i-1 } ```
Condition **Definition:** An expression that evaluates to either ```{true}``` or ```{false}```. **In My Own Words:** condition can either mean ```{true}``` or ```{false}``` or **Example:** ``` { x < 3 } ```
Boolean **Definition:** A value that is either ```{true}``` or ```{false}```. **In My Own Words:** a value that can be either true or false. **Example:** The result of ```{x <_ 1}```
Relation Operator **Definition: Compares two values and produces a Boolean result. **In My Own Words:** compares two values and makes a boolean outcome. **Example:** ``` { <,>,<_,>_,=,=/ } ```
Procedure **Definition:** A named group of programming instructions that performs a task. **In My Own Words:** when a named group of programming instructions does a task. **Example:** ``` { PROCEDURE FancyMove(x) } ```
Procedure Call **Definition:** Tells the program to execute a procedure. **In My Own Words:** procedure call means to tell a program to do a procedure. **Example:** ``` { FancyMove(i) } ```
Parameter **Definition:** A variable in a procedure definition that receives a value when the procedure is called. **In My Own Words:** parameter is an empty slot for a specific value. **Example:** ```{x}``` in ```{PROCEDURE FancyMove(x)}```
Argument **Definition:** The actual value or variable supplied to a procedure when the procedure is called. **In My Own Words:** the value or variable in a given to a procedure when the procedure is called. **Example:** ```{I}``` in ```{FancyMove(i)}```
Flow of Control **Definition:** The order in which statements in a program are executed **In My Own Words:** the exact order of how statements in a program are played. **Example:** An ```{IF}``` determines which branch runs.
Nested Selection **Definition:** A selection statement contained inside another selection statement **In My Own Words:** a selection statement in another selection statement **Example:** An ```{if}``` inside of an ```{ELSE}``` block.
Nested Iteration **Definition:** an iteration statement inside another iteration statement **In My Own Words:** a repeat in another repeat. **Example:** ```{REPEAT i TIMES}``` inside ```{REPEAT 3 TIMES}```

On the AP Exam

image

Lab 1, Click Alonzo

Screenshot 2026-09-12 at 7 21 46 PM - this lab shows us the building blocks of coding & how to make a clicking game.

Lab 2, Gossip

Screenshot 2026-09-12 at 7 34 55 PM - this lab shows us how to work with others.

Lab 3, Modern Art with Polygons

Screenshot 2026-09-13 at 4 40 28 PM - Visible stepping can be useful as you read someone else's code because you can watch it at human speed instead of computer speed. It's also useful in debugging (fixing problems with) your own code when it's doing something wrong. Screenshot 2026-09-13 at 4 50 46 PM - use say for to determine the bug in code that is supposed to draw a rectangle. Notice how say for makes the program pause and gives you information to help you identify the source of error. Screenshot 2026-09-13 at 4 55 02 PM

Headings

When to use: Organize your notebook into sections (like days, topics, or projects).

Example:

My Coding Notebook

Day 1

Notes

Practice

Text Formatting

When to use: Highlight important ideas or add emphasis.

Use bold for key terms or definitions.

Use italic for emphasis or side comments.

Use inline code for keywords, functions, or commands.

Example:

Class = a blueprint for objects

Remember: always test your code

Use System.out.println() to print

Code Blocks

When to use: Anytime you write multiple lines of code.

Inline code for short snippets.

Fenced code blocks with language for full examples.

Example:


public class Hello {

    public static void main(String[] args) {

        System.out.println("Hello World!");

    }

}

Lists

When to use: Organize steps, notes, or key points.

Numbered lists for sequences or steps.

Bulleted lists for unordered ideas.

Example:

Define the class Write the main method Test your program Variables

Checklists

When to use: Track progress on assignments or tasks.

Example:

[x] Complete coding warm-up

Blockquotes

When to use: Call out notes, reminders, or teacher comments.

Example:

💡 Remember: Loops repeat code until a condition is false.

Tables

When to use: Compare values, track progress, or organize data neatly.

Example:

Task Status Notes

|————–|————|—————–|

Homework 1 Done # Submitted
Homework 2 Pending Needs review

Links & Images

When to use: Add references, resources, or visuals.

Example:

Java Docs

Markdown Logo

To make an image that is a link, paste the image, then add the following before it, replacing website address with the link:

And after the image info, add: </a>

Collapsible Sections

When to use: Hide solutions, extended notes, or extra details.

Example:

Click to reveal solution System.out.println("Answer: 42");

Footnotes

When to use: Add references or side notes without cluttering the page.

Example:

This concept is related to object-oriented programming.1

Style Rules

Consistency matters more than creativity

Always use headings to structure your notes.

Always use code blocks for multi-line code.

Clarity first

Bold key terms.

Use lists instead of long sentences when outlining steps.

Professional tone

Don’t mix casual notes with formal work in the same section.

Use blockquotes for reflections or teacher feedback.

Track your learning

Use checklists to mark what’s done.

Use collapsible sections if you want to hide answers until review time.

Bottom Line:

Headings = Structure

Bold/Italic = Emphasis

Code blocks = Code

Lists = Steps/Ideas

Tables = Organization

Checklists = Progress

Blockquotes = Notes/Tips

Collapsible = Hide/Show detail

Keep it simple, consistent, and clear.

  1. See “Objects and Classes” in your textbook. ↩