Variables & Data

ConceptTypical EquivalentPseudocodeMeaning
Assignmentvariable = valueCREATE <variable> AS <value>Create a named place to remember a value.
Reassignmentvariable = newValueCHANGE <variable> TO <value>Replace the value already stored in a variable.
Booleanbool / booleanSWITCHA value with two states, such as true/false or on/off.
Boolean valuetrue / falseTRUE / FALSEThe two values a SWITCH can hold.
Array/Listarray / listCREATE <list name> AS LIST WITH <values>Store several values together in an ordered group.
Dictionary/Mapdictionary / map / objectCREATE <map name> AS MAP WITH <keys: values>Store values by named keys.
Index Accesslist[index]ITEM <index> OF <list>Get a single value from a list by its position. Positions start at 0.
Add to Listlist.append(value) / list.push(value)ADD <value> TO <list>Add a new value to the end of a list.

Operators & Comparisons

ConceptTypical EquivalentPseudocodeMeaning
Equal==ISCheck whether two values are equal.
Not equal!=IS NOTCheck whether two values are different.
Strictly equal===IS EXACTLYCheck equality without loose type conversion.
Strictly not equal!==IS NOT EXACTLYCheck strict inequality.
Greater than>GREATER THANCheck whether the left value is larger. Works on numbers and, alphabetically, on text.
Less than<LESS THANCheck whether the left value is smaller. Works on numbers and, alphabetically, on text.
Greater or equal>=GREATER OR EQUAL TOCheck whether a value is at least another value. Works on numbers and, alphabetically, on text.
Less or equal<=LESS OR EQUAL TOCheck whether a value is no more than another value. Works on numbers and, alphabetically, on text.
Modulus%MODULUSReturn the remainder after division.
Power**TO THE POWER OFRaise a number to a power.
Increment++ADD ONE TO <variable>Increase a number by one.
Decrement--SUBTRACT ONE FROM <variable>Decrease a number by one.
And&& / andANDTrue only when both sides are true.
Or|| / orORTrue when either side is true.
Not! / notNOTFlips true to false, and false to true.
Grouping( )( <expression> )Work this part out first, before the operators around it.

Utilities

ConceptTypical EquivalentPseudocodeMeaning
Outputprint / console.log / WriteLineSHOW <message>Display information to the user.
Inputinput / readASK <question> SAVE IN <variable>Ask the user for information and remember the answer.
Comment// / # / /* */EXPLANATION <text>Leave a note for humans that the program does not execute.
Lengthlen(x) / x.length / x.CountLENGTH OF <list or text>Count how many items a list holds, or how many characters a piece of text contains.

Program Structure & Flow

ConceptTypical EquivalentPseudocodeMeaning
Sequencemain()SEQUENCE <name>A set of instructions for the computer to run in order.

Conditions & Branching

ConceptTypical EquivalentPseudocodeMeaning
IfifIF <condition> THEN ... END IFRun instructions only when a condition is true.
Else Ifelse if / elifOR IF <condition> THENTry another condition when the earlier one was false.
ElseelseOTHERWISE ...Run fallback instructions when no earlier condition matched.

Loops & Repetition

ConceptTypical EquivalentPseudocodeMeaning
Repeat Untildo/while style loopREPEAT UNTIL <condition> ... END REPEATKeep repeating until a stopping condition becomes true.
Repeat WhilewhileREPEAT WHILE <condition> ... END REPEATKeep repeating while a condition stays true.
For Eachfor each / for ... inFOR EACH <item> IN <group> ... END FORRun the same instructions once for every item in a group. A list gives items, text gives characters, and a map gives its keys.

Functions & Reuse

ConceptTypical EquivalentPseudocodeMeaning
Function/Methodfunction / def / methodACTION <name> WITH <first>, <second> ... END ACTIONCreate a reusable set of instructions, optionally taking values in.
Function CallfunctionName()CALL ACTION <name> WITH <value>, <value>Run a reusable action, optionally passing values in. Can be used anywhere a value is expected, such as CREATE <variable> AS CALL ACTION <name>.
ReturnreturnSEND <value> BACKGive a result back to the code that called the action.

Objects & Blueprints

ConceptTypical EquivalentPseudocodeMeaning
ClassclassBLUEPRINT <name> ... END BLUEPRINTDefine a reusable blueprint for objects with shared data and behavior.
Objectnew / instanceCREATE <blueprint> AS <object>Create a real object from a blueprint.
Inheritanceclass Dog extends Animal / class Dog : AnimalBLUEPRINT <name> EXTENDS <parent> ... END BLUEPRINTCreate a new blueprint that reuses everything an existing blueprint defines, then adds or overrides its own behavior.
EncapsulationprivatePRIVATE CREATE <variable> AS <value>Keep a piece of data hidden inside a blueprint so only that blueprint's own actions can change it directly.

Text & Strings

ConceptTypical EquivalentPseudocodeMeaning
Join Text+ / f-string / template literalJOIN <text> AND <text>Combine two or more pieces of text into one.

Errors & Problem Handling

ConceptTypical EquivalentPseudocodeMeaning
Attempt/Catchtry / except / catchATTEMPT ... IF PROBLEM OCCURS THEN ... END ATTEMPTRun instructions that might fail, and handle it gracefully instead of crashing if they do.
Raise a Problemthrow / raiseTHROW PROBLEM <message>Deliberately signal that something has gone wrong, along with a message describing it.
Problem Detailse.message / err.Message / exception.what()PROBLEM DETAILSRead the message describing what went wrong inside a matching IF PROBLEM OCCURS block.