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The Basics.

What a program is, before any machine or language: instructions in order, a way to show things, a place to remember, and a way to ask.

5 units · No machine or language required

Begin A Program Is InstructionsExplore the five lessons

Pseudocode

ASK "What is your name? " INTO name
SHOW "Hello, ", name

Output

What is your name? Sam
Hello, Sam
Where you’re headed: a program that asks for a name and greets its player. From Asking the Player, Unit 5. Pseudocode describes the idea.

What this is

One place to start, without choosing a machine or language. Our first programs are short sequences: the computer follows their instructions from top to bottom. It can show you things, it can remember things, and it can ask you things. That is the whole of this module, and it is enough to write a program that greets you by name.

We write every idea in plain pseudocode: instructions in ordinary words, for a person to read. No language, no machine, nothing to install. Every real language spells these ideas its own way, and when you pick one up you will find you already know what its instructions are for.

Who it’s for

Anyone starting from nothing. If you have never written a line of code, start here. If you already think in variables and loops, move on to whichever module is new to you.

You do not need a computer to follow this. You need somewhere to think. BASIC and assembly are independent entry points too; this module offers support, not a course you must finish before choosing a machine.

The shape

  • A program is instructions — follow a small sequence and observe its output.
  • One thing after another — the order is part of the program.
  • Showing your work — output, and the difference quotation marks make.
  • A place to remember — a variable is a named box, and = means put this in.
  • Asking the player — submit text and use it in a greeting.

Next comes Working It Out, where the computer starts doing arithmetic with what you give it.