Programming Fundamentals
Start at Lesson 1 and keep pressing Next, or jump directly to the concept you need. Every lesson begins with Concept, moves to Pseudocode, then shows the same logic across real languages.
Variables & Data
Give information a name so your program can remember it and change it later.
Lesson 2Operators & Comparisons
Use values to calculate answers and compare one value with another.
Lesson 3Input, Output & Comments
Talk to the user: ask for information, show results, and leave notes for humans reading the code.
Lesson 4Program Structure & Sequence
Put instructions in an order the computer can follow from start to finish.
Lesson 5Conditions & Branching
Let a program make a decision by choosing different instructions for different situations.
Lesson 6Loops & Repetition
Repeat instructions without copying the same code over and over.
Lesson 7Functions & Reuse
Give a reusable set of instructions a name, call it when needed, and optionally get a result back.
Lesson 8Objects & Blueprints
Describe a kind of thing once, then create individual objects that carry their own data and behavior.
Lesson 9Lists & Collections
Store many values in one ordered group, reach any value by its position, and visit every item with a loop.
Lesson 10Strings & Text
Build a longer message out of smaller pieces of text, and measure how much text you have.
Lesson 11Errors & Exception Handling
Wrap risky instructions so your program can handle a problem gracefully instead of crashing.
Lesson 12Recursion
Have an action call itself on a smaller version of the same problem until a base case stops it.
Lesson 13Inheritance & Encapsulation
Reuse a blueprint in a more specific one, and hide data so only the blueprint itself can change it.