Computer Science unit 3 and 4 theory

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Last updated 6:12 AM on 10/7/26
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197 Terms

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Investigate stage (development framework)

Define the problem and requirements, and plan a development schedule (Gantt chart).

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Design stage (development framework)

Design the data structures, then design and test the algorithm.

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Develop stage (development framework)

Write and debug the code, including unit testing.

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Evaluate stage (development framework)

User acceptance testing and a developer retrospective (what went well, what to improve).

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Linear development process

Each stage is finished before the next one starts (waterfall).

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Iterative development process

Small cycles of design, build and test are repeated, using feedback each time.

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Gantt chart

Bar chart of tasks against time, used to schedule a project.

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Validate input before processing

Check data is acceptable before using it so bad data cannot cause errors or crashes.

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Clear and uncluttered mainline

The main program is short and mostly calls subroutines.

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One logical task per subroutine

Each subroutine does a single job, making it easier to test, reuse and maintain.

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Stub

A placeholder for a routine that has not been written yet, so the rest of the program can still be tested.

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Writing for subsequent maintenance

Using comments, meaningful names and clear structure so others can update the code later.

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Version control

Tracking changes to code over time so earlier versions can be restored.

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Regular backup

Copying work often so it is not lost.

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Exception handling

Code that deals with errors while the program runs so it does not crash.

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Functions and return values (good practice)

A function should return a single value or a single data structure.

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Sequence

Instructions run one after another in order.

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Selection

Choosing which code runs based on a condition (if / else).

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Iteration

Repeating code in a loop.

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Fixed iteration

A for loop that repeats a set number of times.

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Pre-test loop

A while loop. Checks the condition first, so it might never run.

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Post-test loop

A repeat-until loop. Checks the condition at the end, so it always runs at least once.

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Integer

Data type for whole numbers.

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Float

Data type for numbers with a decimal part.

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String

Data type for a sequence of characters (text).

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Boolean

Data type with only two values: True or False.

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Arithmetic operators

  • - * / and % (% gives the remainder after division).
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Relational operators

== != > < >= <=. Compare values and give True or False.

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Logical operators

AND, OR, NOT. Combine or reverse conditions.

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Logical order of precedence

NOT is evaluated first, then AND, then OR. Brackets override this order.

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Parameter vs argument

A parameter is the variable in the function definition. An argument is the actual value passed in when the function is called.

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Local variable

Exists and can be used only inside the function where it is declared.

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Global variable

Declared outside functions and visible throughout the program.

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Pass by value

A copy of the data is sent to the function, so the original is unchanged.

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Pass by reference

The original variable is sent, so changes inside the function change the original.

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One-dimensional array

A list of items accessed by an index position.

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Two-dimensional array

A grid of items accessed using a row and a column, e.g. array[row][col].

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Dictionary

Data structure of key-value pairs. Values are looked up by key.

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Modular programming

Splitting a program into functions or classes that each do one job.

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Big O notation

Describes how an algorithm's work grows as the input size n grows.

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O(n)

Linear. Doubling the data roughly doubles the work (e.g. linear search).

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O(log n)

Logarithmic. Very efficient, work grows slowly as data grows (e.g. binary search).

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O(n squared)

Quadratic. Work grows rapidly as data grows (e.g. bubble, insertion and selection sort).

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Linear search

Checks each item in turn until the target is found. Works on unsorted data. O(n).

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Binary search

Repeatedly checks the middle of a sorted list and discards half. Needs sorted data. O(log n).

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Bubble sort

Repeatedly compares adjacent items and swaps them if they are out of order. O(n squared).

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Insertion sort

Takes each item and inserts it into its correct position in the sorted part of the list. O(n squared).

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Selection sort

Repeatedly finds the smallest remaining item and places it next in the sorted part. O(n squared).

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Acceptance testing

Checking the system meets users' functional requirements and needs.

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Live test data

Realistic data (large files, mix of transaction types, response times) used to test in the expected environment.

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Load testing

Testing how the system performs with a large volume of data.

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Validation against design specifications

Checking the solution does what the design said it should.

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Normal, boundary and invalid test data

Typical valid values, values at the limits of the valid range, and values that should be rejected.

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Comparing actual with expected output

The basic test check: run the test and compare the result with what was predicted.

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Unit test

A test that checks one small piece of code (e.g. a function) works correctly.

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Syntax error

Code breaks the rules of the language, so it will not run.

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Logic error

The program runs but produces wrong results.

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Runtime error

The program crashes while running, e.g. division by zero or index out of range.

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Breakpoint

A marker that pauses the program so you can inspect it.

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Print statement debugging

Printing variable values to see what the program is doing.

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Desk checking (trace table)

Manually stepping through an algorithm and recording variable values on each row to find logic errors.

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Class (OOP)

A blueprint that defines the attributes and methods of objects.

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Object (OOP)

A specific instance created from a class.

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Instantiation

Creating an object from a class.

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Attribute (OOP)

Data stored in an object.

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Method (OOP)

A function belonging to a class. An action the object can perform.

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Encapsulation

Bundling data and methods together and hiding the internal details.

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Abstraction

Showing only what is needed and hiding the complexity.

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Inheritance

A new class reuses and extends an existing class.

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Polymorphism

The same method name behaves differently for different classes.

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Developer rights

Their intellectual property is recognised by others.

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Developer responsibilities

Credit others' work, produce quality software, respond to user problems, follow a code of conduct, never create or spread malware, design for ergonomics and inclusivity, and protect privacy.

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Impacts of software on society

Malware, reliance on software, social networking, cyber safety, and unreliable or misleading information online.

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OSI model

7-layer conceptual model: Application, Presentation, Session, Transport, Network, Data Link, Physical.

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OSI Layer 2

Data Link layer. Uses MAC addresses (switching).

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OSI Layer 3

Network layer. Uses IP addresses (routing).

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DoD TCP/IP model

4-layer practical model the internet uses: Application, Transport, Internet, Network.

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TCP

Reliable and connection-based. Checks delivery and resends lost data. Slower. Used for web and email.

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UDP

Fast and connectionless with no delivery guarantee. Used for streaming and gaming.

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IPv4

32-bit addresses. Running out of addresses.

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IPv6

128-bit addresses. A vastly larger pool.

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Private IP address

Used inside a local network. Not reachable directly from the internet.

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Public IP address

Unique address on the internet.

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Default gateway

The router address a device uses to send traffic out of its local network.

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DNS (Domain Name System)

Translates domain names into IP addresses.

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Port

A number identifying which service or application should receive the data.

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Packet architecture order

Data, then segment, then packet, then frame, then bits as it passes down the layers.

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Subnet mask

Splits an IP address into a network part and a host part.

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CIDR notation

Shows the number of network bits, e.g. /24 means mask 255.255.255.0.

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Usable hosts in a /24 network

8 host bits gives 256 addresses, minus 2 reserved (network and broadcast) = 254 usable hosts.

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Transmission media

The cable or wireless link that carries the signal.

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Modem

Converts signals so you can connect to your ISP.

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Router

Forwards packets between networks using IP addresses.

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Gateway

Connects networks that use different protocols.

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Switch

Connects devices in a LAN and forwards frames using MAC addresses.

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Wireless access point

Lets wireless devices join the network.

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Firewall

Filters network traffic according to rules.

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Bandwidth

The maximum rate of data transfer on a network.

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Network segmentation (subnetting)

Splitting a network into smaller broadcast domains for less unnecessary traffic and better security.

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Ping

Tests whether a device is reachable and how long the response takes.