Ilaria Digital School

Full Stack Web Developer

Become a Full Stack Web Developer and master the development to create, manage and deploy complete applications (HTML, CSS, introduction to algorithms, JavaScript, NodeJS as the main backend, Python for scripting/automation, SQL, NoSQL, automation, SQL, NoSQL, automation, SQL, SQL, NoSQL, Git, SQL, Git, Git, unit tests, unit tests, secure your web application, CI/CD). Skills: Design a multi-layered and secure software architecture (presentation, business, persistence); Develop the front-end and back-end components of a web application; Implement secure REST APIs interconnected to a relational...

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Autor

Ilaria Digital School

Categoría

Education

Web del podcast

www.ilaria-academy.com

Último episodio

2 de nov. de 2026

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Episodios

Lists/Tables - store multiple values 20.08.2026

Until now, you have worked with variables that store a single value at a time: a number, a text string, or a boolean. But real programs often need to handle many values at once. Imagine you want to store the names of thirty students, the prices of on...

Algorithm documentation and comments 20.08.2026

Documentation and comments are two closely related practices that make your code understandable, maintainable, and reusable by yourself and by others. After learning to write loops, conditions, and functions, you now need to learn how to explain what...

Refactor Factorial based 19.08.2026

THEORETICAL RECAP A factorial of a non-negative integer n (written n!) is the product of all positive integers from 1 up to n, with the special rule that 0! equals 1. In programming, the factorial is the classic example used to compare two approaches...

Passage of parameters and scope of variables 18.08.2026

In the previous chapters, you learned to create functions and procedures to organize your code into reusable blocks. Now we go deeper into two fundamental concepts that determine how functions communicate with the rest of the program: the passage of ...

Create a sum function 17.08.2026

THEORETICAL RECAP A function is a reusable block of code that takes zero or more inputs (called parameters or arguments), performs a task, and often returns a result. The mental model to keep in mind is that of a machine: you feed it raw material (th...

Modularity: functions and procedures 17.08.2026

Until now, you have written instructions in a single continuous block: conditions, loops, calculations, all following one another from top to bottom. This works for small exercises, but as soon as a program grows, this approach becomes unmanageable. ...

Multiplication table 14.08.2026

THEORETICAL RECAP A loop repeats a block of instructions until a condition is met. You have already worked with 'while' loops (repeat as long as a condition is true) and 'for' loops (repeat a known number of times, with a counter). The mental model t...

Nested loops and basic optimization 13.08.2026

Nested loops are one of the most powerful tools in programming, but also one of the most dangerous in terms of performance. A nested loop is simply a loop placed inside another loop. You already know how to write a single loop (the 'while' and 'for' ...

For - Calculate a factorial 13.08.2026

THEORETICAL RECAP A factorial of a non-negative integer N, written N!, is the product of all positive integers from 1 up to N. For example, 5! = 5 × 4 × 3 × 2 × 1 = 120. By convention, 0! = 1. This is a perfect problem for the 'for' loop, because you...

Common loop patterns 12.08.2026

Loops let you repeat instructions. But repetition alone is not enough: what matters is what you do during each repetition. Over time, programmers noticed that the same structures come back again and again. These are called loop patterns. Learning the...

While - Count from 1 to N 11.08.2026

THEORETICAL RECAP A 'while' loop repeats a block of instructions as long as a condition remains true. Its structure is simple: you define a starting point (an initialization), a condition that is tested before each iteration, and an update inside the...

While and For loops - repetition principle 11.08.2026

In programming, one of the most powerful ideas is the ability to repeat instructions automatically. So far, you have learned how to store data in variables, run instructions in sequence, and make decisions using conditions with IF, AND, OR. Loops add...

Mini-project - Calculating the price of a train ticket 10.08.2026

THEORETICAL RECAP A program is a sequence of instructions executed in order. To build useful logic, you combine three foundations you have already studied: variables (containers that store data such as numbers, strings or booleans), conditions (IF / ...

Combine conditions (AND/OR) 07.08.2026

Until now, you have learned to write a single condition inside an IF test, using comparison operators such as greater than, less than, or equal to. But in real programs, a single condition is often not enough. You frequently need to check several thi...

Reduced price choice 07.08.2026

THEORETICAL RECAP A conditional structure lets a program make decisions. The core mental model is simple: 'IF a condition is true, THEN execute this block; OTHERWISE execute another block.' A condition is a boolean expression that evaluates to either...

Comparison operators and boolean 06.08.2026

Comparison operators and boolean values are at the heart of every decision your programs will ever make. In the previous chapters, you learned how to store data in variables, perform calculations, and write your first simple conditional test with the...

Writing a simple IF test 05.08.2026

THEORETICAL RECAP A conditional test (the IF statement) allows a program to make decisions. Instead of executing instructions in a strict linear order, the program evaluates a condition — a boolean expression that is either TRUE or FALSE — and only r...

Introduction to logical conditions and operators 05.08.2026

Until now, the programs you have written run in a straight line: each instruction executes one after the other, always in the same order. This is called a sequence. But a real program needs to make decisions. It must be able to react differently depe...

Checkpoint ramp - Simple shopping cart management 04.08.2026

## Project Overview This mini-project is a skills validation checkpoint designed to consolidate everything you have learned so far in the 'Algorithmics and programming logic' chapter. Building directly on your work with variables, data types, constan...

mini-project - BMI calculation 03.08.2026

THEORETICAL RECAP Before diving into this workshop, let's consolidate what you have learned so far. A variable is a named storage location in memory that holds a value which can change during program execution. A constant, by contrast, holds a fixed ...

Simple calculations with variables 31.07.2026

**Theoretical Recap** A variable is a named memory slot used to store a value that can change during program execution. It has three key attributes: a name (identifier), a type (integer, real, string, boolean), and a value. When you perform calculati...

Naming constants and conventions 31.07.2026

In the previous activities, you learned how to declare and assign variables, work with common data types, and write basic arithmetic expressions. You now have a solid foundation for understanding how data is stored and manipulated in an algorithm. In...

Common data types (integer, real, string, boolean) 30.07.2026

Every piece of information that a program manipulates must have a type. A data type tells the computer what kind of value is being stored and what operations can be performed on it. Without this concept, a program would not know whether the value 42 ...

Exchange two values 29.07.2026

**Theoretical Recap** A variable is a named container that holds a value at a given moment in a program's execution. You have already practiced declaring and assigning variables, as well as performing basic arithmetic expressions. Now, a classic and ...

Declare and assign variables 28.07.2026

THEORETICAL RECAP A variable is a named container that stores a value in memory during the execution of a program. Think of it as a labeled box: you give it a name, you put something inside, and you can open it, read its content, or replace it at any...

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