Learning to code is not as difficult as some college graduates and experts do. In fact, it's easy to become a hobby programmer who has reasonably mastered, within a short period of time, given the right mindset and grounding.

That mindset includes the ability to solve and solve problems, which can be taught, as well as the tendency towards experimentation. The end-of-experience error plays a big role in the learning process, as well as a good understanding of the basics.

All programming languages ​​share some initial concepts. Once understood, actual language learning becomes a lot easier, and since it is also convertible in many cases, understanding it will help in learning almost any programming language.

Remember that a computer program is just a set of instructions that tell a computer what to do. The four basic programming concepts are:

The first building block, the variable, is just a named square in which the information can be placed. It can also be taken out, modified and brought back again (hence the name 'variable': contents can vary.)

Variables can also be tested based on conditions that allow the programmer to build a minimal degree of decision-making authority (or logic) in the program. The programmer can tell the program to implement specific instructions if the variable meets certain criteria. Humans do it all the time: "If it's sunny, then I'm going to the beach, or else I'm going to the mall."

Sometimes, this is the decision that needs to be made over and over again. Stay in the mall until the weather improves enough to warrant a trip to the beach, for example. Or, lying on the beach until the waves sail, is achieved periodically.

These are examples of loops and repetitive behavior that can be incorporated into the program. Man may make a set of instructions:

  1. Lie on the beach
  2. If it gets warm, check out the waves
  3. If browsing is higher, go to Internet browsing
  4. Go back to lying on the beach

Now, each instruction requires a complete booklet of other things a server has to do; these are sub-equivalents for the sub-program. For example, "to check your browsing," there will be more instructions that allow the browser to look at the waves, evaluate them, and determine whether the surf is up or not.

In programming, we can give these subroutines meaningful names, and use them in code as a type of acronym, assuming that the steps the computer needs to take to achieve something are actually written (defined, in programmed speech) somewhere.

All programming languages ​​have a specific structure and structure that allows the programmer to create these instruction sets, all of which are different. But these four concepts are common to almost every language, and are vital to being able to create simple programs.

It is important to appreciate that these are just building blocks through which you can build all kinds of advanced features. Some of these things include objects, modules, libraries, and various other ways to encapsulate behavior so that it can be used to create complex systems.

However, much can be achieved through only these four concepts, in almost any language. Many aspiring programmers may not realize that they have the means to start programming immediately, without investing in programs or pursuing a college course.

All that is really needed is a will to start, some help and guidance from someone who has stepped on the same path. One or two books will also help you, but they are not required to learn programming, now!


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