AP Computer Science Principles Final Exam S1

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47 Terms

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Abstraction

Representing real-world problems in a computer using variables and symbols, and removing unnecessary elements.

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Active Listening

Focusing attention on the speaker and topic, paraphrasing the speaker's feelings, and paying attention to body language.

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Algorithm

A set of commands implementing sequencing, iteration, and selection to complete a task on a computer.

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Analog Data

Information that is continuous, like sound waves from a live concert.

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ASCII (American Standard Code for Information Interchange)

A common character-encoding scheme that uses a numeric value to represent each character.

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Binary

A base-2 number system where all data is represented as bits, which are either a 0 or a 1.

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Bit

A single binary digit (a 0 or a 1).

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Boolean

A data type or expression that evaluates to either true or false.

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Bug

An error in a program that causes it to produce an unexpected or incorrect result.

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Byte

A unit of digital information that consists of 8 bits.

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Comments

Notes within a program's code that help programmers understand the code.

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Compilation

The process of converting code in a high-level language into low-level instructions.

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Control Structure

A block of programming that analyzes variables and chooses a direction based on given parameters.

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Copyright

An exclusive legal right given to the creator of a work.

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CPU (Central Processing Unit)

The part of a computer that reads and executes program instructions.

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Creative Commons (CC)

A licensing system that enables content creators to freely distribute their copyrighted work.

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Data Compression

The process of reducing the number of bits needed to represent a piece of data.

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Debugging

The process of finding and fixing errors (bugs) in a program's code.

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Digital Artifact

A visual piece of media created by a person.

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Digital Data

Information represented as discrete units, specifically as bits in a computer.

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Function

A reusable programming abstraction; a piece of code that can be called many times.

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Heuristic

An approach to problem-solving that provides an approximate solution.

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High-Level Language

A programming language designed to be more easily understood by humans.

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Incremental Development

A coding best practice of breaking down code into small, manageable chunks.

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Infinite Loop

A loop whose condition never becomes false, causing it to run forever.

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Input

Information provided to a program by a user.

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Intellectual Property

A work or invention that is the result of creativity.

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Iteration

The repetition of a process or a set of statements in a program.

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Iterative Development

A coding best practice of repeating the process of checking code.

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List Traversal

The process of accessing each item in a list sequentially.

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Logic Error

An error that causes incorrect or unexpected output in a program.

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Lossless Compression

A data compression algorithm that allows for perfect reconstruction of the original data.

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Lossy Compression

A data compression algorithm that results in some data being lost.

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Low-Level Language

A programming language with little abstraction from a computer's instruction set.

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MOD (Modulus Operator)

An arithmetic operator that evaluates to the remainder when one integer is divided by another.

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Modularization

The process of breaking a large programming project into smaller modules.

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Output

The result or information produced by a program.

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Overflow Error

An error that occurs when a calculation produces a result that is too large.

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Parallel Programming

A model where multiple people can work on different parts of a project simultaneously.

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Parameter

A variable in a function definition used as a placeholder for values.

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Pseudocode

A simplified, language-agnostic notation for representing algorithms.

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RAM (Random Access Memory)

The part of a computer that stores instructions and information.

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Scalability

The ability of a program or algorithm to handle increasing amounts of work.

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Selection

A control structure that allows a program to make a decision based on a condition.

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Sequencing

The execution of statements in a program in the order they are written.

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Syntax Error

An error where the rules of the programming language are not followed.

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Variable

A placeholder for a piece of information that can change.