| Definition | Term |
| Makes an external library module available for use within a program. | |
| To do multiple times (as in each execution of a loop body). | |
| Short for 'picture element'. A single dot on a graphical display. | |
| An error in a program. | |
| The process of finding and eliminating errors in a program. | |
| The process of placing one control structure inside of another. | |
| The instance variables and methods of an object. | |
| An identifier that labels a value for future reference. The value can be changed through assignment. | |
| Text placed in a program for the benefit of human readers. They are ignored by the computer. | |
| Part of a program that produces data. | |
| A program entity that has some data and a set of operations to manipulate that data. | |
| Programming language statement that controls the execution of other statements. | |
| A value that is passed to a function when it is called. | |
| A data type for representing a sequence of characters (text). | |
| A style of interaction with a computer application that involves heavy use of graphical components such as windows, menus and buttons. | |
| Binary digit. Fundamental unit of information. Usually represented using 0 and 1. | |
| Control Structure for implementing decisions in a program. | |
| The text of a program in a high-level language. | |
| A table showing the value of a Boolean expression for all possible combinations of values in its subexpressions. | |
| In GUI programming, an outside action such as a mouse-click that causes something to happen in the program. | |
| To run a program or segment of a program. | |
| A function that lives inside an object. | |
| A single command in a programming language. | |