AP Computer Science Principles Key Terms

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Comprehensive vocabulary flashcards covering Big Ideas 1 through 5 of the AP Computer Science Principles curriculum including Creative Development, Data, Algorithms, Networking, and Impact of Computing.

Last updated 1:04 AM on 5/1/26
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74 Terms

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Computing Innovation

Includes a program as an integral part of its function and can be physical (e.g., self-driving car), nonphysical computing software (e.g., picture editing software), or a nonphysical computing concept (e.g., e-commerce).

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Pair Programming

A common model used to facilitate collaboration between programmers.

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Program (Software)

A collection of program statements that performs a specific task when run by a computer.

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Code Segment

A collection of program statements that is part of a program.

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Program Behavior

How a program functions during execution, often described by how a user interacts with it.

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Program Inputs

Data sent to a computer for processing by a program in forms such as tactile, audio, visual, or text.

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Event

Associated with an action, such as a key press or mouse click, that supplies input data to a program.

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Event-Driven Programming

A programming paradigm where program statements are executed when triggered by events rather than through the sequential flow of control.

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Program Outputs

Any data sent from a program to a device, which can be in forms such as tactile, audio, visual, or text.

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Iterative Development Process

A process that requires refinement and revision based on feedback, testing, or reflection, often requiring developers to revisit earlier phases.

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Incremental Development Process

A process that breaks a problem into smaller pieces and ensures each piece works before adding it to the whole.

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Program Specification

Defines the requirements for a program, describing how it functions and potentially including user interactions.

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Program Documentation

A written description of the function of a code segment, event, procedure, or program and how it was developed.

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Comments

A form of program documentation written into the program to be read by people which does not affect how the program runs.

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Logic Error

A mistake in the algorithm or program that causes it to behave incorrectly or unexpectedly.

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Syntax Error

A mistake in the program where the rules of the programming language are not followed.

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Run-time Error

A mistake in the program that occurs during the execution of a program.

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Overflow Error

An error that occurs when a computer attempts to handle a number that is outside of the defined range of values.

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Bit

Shorthand for binary digit, which is either 00 or 11.

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Byte

A group consisting of 88 bits.

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Abstraction

The process of reducing complexity by focusing on the main idea and hiding irrelevant details.

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Analog Data

Data with values that change smoothly over time rather than in discrete intervals, such as pitch, volume, or colors in a painting.

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Sampling

A technique used to approximate analog data digitally by measuring values of the analog signal at regular intervals.

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Lossless Data Compression

Algorithm that reduces the number of bits while guaranteeing complete reconstruction of the original data.

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Lossy Data Compression

Algorithm that significantly reduces the number of bits but reconstructed data is only an approximation of the original.

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Information

The collection of facts and patterns extracted from data.

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Metadata

Data about data, such as file size or date of creation, used for finding, organizing, and managing information.

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Cleaning Data

A process that makes data uniform without changing its meaning, such as replacing equivalent abbreviations or spellings.

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Scalability

The capacity for a system to change in size and scale to meet new demands.

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Variable

An abstraction inside a program that can hold a value, representing one value at a time (though that value could be a collection like a list).

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Assignment Operator

Represented by the \leftarrow operator, it allows a program to change the value represented by a variable.

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List

An ordered sequence of elements where each element is assigned a unique index.

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String

An ordered sequence of characters.

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Data Abstraction

Provides a separation between the abstract properties of a data type and the concrete details of its representation.

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Algorithm

A finite set of instructions that accomplish a specific task, constructed using sequencing, selection, and iteration.

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Sequencing

The application of each step of an algorithm in the order in which the code statements are given.

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Expression

A value, variable, operator, or procedure call that is evaluated to produce a single value.

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Modulus Operator (MOD)

Evaluates to the remainder when one integer is divided by another; for example, 17 MOD 517 \text{ MOD } 5 evaluates to 22.

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Selection

Determines which parts of an algorithm are executed based on a condition being true or false.

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Iteration

A repeating portion of an algorithm that repeats a specified number of times or until a given condition is met.

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Linear Search

An algorithm that checks each element of a list in order until the desired value is found or all elements are checked.

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Binary Search

An efficient algorithm that starts at the middle of a sorted data set and eliminates half of the data repeatedly until the value is found.

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Procedure

A named group of programming instructions that may have parameters and return values; also called a method or function.

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Parameters

The input variables of a procedure.

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Arguments

The values specified for the parameters when a procedure is called.

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Procedural Abstraction

Provides a name for a process and allows a procedure to be used knowing only what it does, not how it does it.

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Modularity

The subdivision of a computer program into separate subprograms.

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API (Application Program Interface)

Specifications for how the procedures in a library behave and can be used.

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Simulation

A representation that uses varying sets of values to reflect the changing state of a phenomenon, often mimicking real-world events.

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Heuristic

An approach to a problem that produces a solution not guaranteed to be optimal but used when guaranteed techniques are impractical.

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Undecidable Problem

A problem for which no algorithm can be constructed that is always capable of providing a correct yes-or-no answer for all inputs.

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Computing Device

A physical artifact that can run a program, such as a computer, tablet, router, or smart sensor.

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Computing System

A group of computing devices and programs working together for a common purpose.

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Bandwidth

The maximum amount of data that can be sent in a fixed amount of time, usually measured in bits per second.

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Protocol

An agreed-upon set of rules that specify the behavior of a system, such as those used by the Internet.

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Packet

A chunk of data encapsulated with metadata used for routing and reassembly on the Internet.

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World Wide Web

A system of linked pages, programs, and files that uses the Internet and the HTTP protocol.

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Fault-Tolerant

A system's ability to continue to function even when some of its components or connections fail.

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Redundancy

The inclusion of extra components, such as multiple paths between devices, to mitigate the failure of a system.

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Sequential Computing

A computational model in which operations are performed in order one at a time.

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Parallel Computing

A model where a program is broken into multiple smaller operations, some of which are performed simultaneously.

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Distributed Computing

A model in which multiple devices are used to run a program to solve larger problems quicker.

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Digital Divide

Differing access to computing devices and the Internet based on socioeconomic, geographic, or demographic characteristics.

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Citizen Science

Scientific research conducted in whole or part by distributed individuals who contribute data to research using their own devices.

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Crowdsourcing

The practice of obtaining input or information from a large number of people via the Internet.

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Creative Commons

A public copyright license that enables the free distribution of otherwise copyrighted work when the creator wants to give others rights to share and build upon it.

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Personally Identifiable Information (PII)

Information about an individual that identifies, links, or describes them, such as Social Security numbers, biometric data, or medical information.

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Multifactor Authentication

A method of access control requiring at least two pieces of evidence from categories like knowledge (something you know), possession (something you have), or inherence (something you are).

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Symmetric Key Encryption

An encryption approach involving one single key for both encryption and decryption.

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Public Key Encryption

An encryption approach pairing a public key for encryption and a private key for decryption.

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Malware

Software intended to damage a computing system or to take partial control over its operation.

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Phishing

A technique that attempts to trick a user into providing personal information to access sensitive online resources.

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Keylogging

The use of a program to record every keystroke made by a computer user to gain fraudulent access to confidential information.

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Rogue Access Point

A wireless access point that gives unauthorized access to secure networks.