A-level Computer Science Flashcards

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Vocabulary flashcards for A-level Computer Science.

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73 Terms

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Pointer/Reference

A data type that stores the memory address of another object.

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Iteration

The repetition of a block of code.

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Selection

A statement that executes different blocks of code based on a condition.

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Relational Operations

Operations that compare two values (equal to, not equal to, less than, etc.).

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Stack Frames

Data structures used to manage subroutine calls, storing return addresses, parameters, and local variables.

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Recursive Techniques

A programming technique where a subroutine calls itself.

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Procedural Programming

A programming paradigm based on procedures or subroutines.

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Object-Oriented Programming

A programming paradigm based on objects, which are instances of classes.

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Class

A blueprint for creating objects, defining their properties and methods.

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Object

An instance of a class.

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Instantiation

The process of creating an object from a class.

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Encapsulation

Bundling data and methods that operate on that data within a class.

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Inheritance

A mechanism where a class inherits properties and methods from another class.

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Aggregation

A relationship where one class contains an instance of another class.

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Composition

A strong form of aggregation where the contained class instance cannot exist independently.

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Polymorphism

The ability of an object to take on many forms.

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Overriding

Replacing a method inherited from a parent class with a new implementation in a child class.

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Data Structures

Ways of organizing and storing data in a computer so that it can be used efficiently.

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Single-Dimensional Arrays

A linear array where elements are accessed using a single index.

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Multi-Dimensional Arrays

An array where elements are accessed using multiple indices.

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Fields

Data members of a class or record.

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Records

A collection of fields, possibly of different data types.

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Files

A collection of data stored on a storage device.

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Abstract Data Types (ADTs)

A data type whose implementation is hidden from the user.

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Graph

A data structure consisting of nodes (vertices) and edges.

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Tree

A hierarchical data structure consisting of nodes connected by edges, with no cycles.

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Hash Table

A data structure that maps keys to values using a hash function.

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Vector

A one-dimensional array, often used to represent a geometric point in space.

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Graph

A data structure used to represent complex relationships with vertices and edges.

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Weighted Graph

A graph where each edge has a weight or cost associated with it.

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Vertex/Node

A fundamental unit in a graph, representing an object or entity.

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Adjacency Matrix

A matrix representation of a graph where the entry at (i, j) indicates whether there is an edge between vertex i and vertex j.

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Adjacency List

A list representation of a graph where each vertex has a list of its adjacent vertices.

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Tree

Connected, undirected graph with no cycles.

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Rooted Tree

A tree in which one vertex has been designated as the root and has parent-child relationships between nodes.

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Binary Tree

A rooted tree in which each node has at most two children.

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Hashing Algorithm

A function used to map keys to indices in a hash table.

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Collision (Hash Table)

Occurs when two key values compute the same hash.

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Rehashing

Strategy for handling collisions in hash tables.

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Breadth-First Search (BFS)

A graph traversal algorithm that explores all the neighbors of a node before moving to the next level of neighbors.

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Depth-First Search (DFS)

A graph traversal algorithm that explores as far as possible along each branch before backtracking.

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Pre-Order Traversal

A tree traversal algorithm that visits the root node before its left and right subtrees.

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In-Order Traversal

A tree traversal algorithm that visits the left subtree, then the root node, then the right subtree.

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Post-Order Traversal

A tree traversal algorithm that visits the left and right subtrees before the root node.

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Reverse Polish Notation (RPN)

A mathematical notation in which operators follow their operands.

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Infix Notation

Conventional notation in which operators are placed between operands.

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Linear Search

A search algorithm that sequentially checks each element in a list until the target element is found or the list is exhausted.

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Binary Search

A search algorithm that repeatedly divides a sorted list in half until the target element is found or the search space is empty.

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Binary Tree Search

A search algorithm that uses the structure of a binary search tree to efficiently find a target element.

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Bubble Sort

A simple sorting algorithm that repeatedly steps through the list, compares adjacent elements and swaps them if they are in the wrong order.

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Merge Sort

sorting algorithm that divides the list into smaller sublists, recursively sorts them, and then merges them back together.

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Dijkstra’s Shortest Path Algorithm

Graph algorithm for finding the shortest paths between nodes in a graph.

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Algorithm

A sequence of steps that can be followed to complete a task and that always terminates.

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Abstraction

Simplifying a complex system by removing unnecessary details.

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Representational Abstraction

Representation arrived at by removing unnecessary details.

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Generalisation Abstraction

Grouping by common characteristics to arrive at a hierarchical relationship.

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Information Hiding

Process of hiding all details of an object that do not contribute to its essential characteristics.

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Procedural Abstraction

Representing a computational method.

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Functional Abstraction

Hiding the particular computation method.

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Data Abstraction

Hiding details of how data are actually represented.

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Problem Abstraction/Reduction

Removing details until the problem reduces to one that has already been solved.

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Decomposition

Breaking a problem into a number of sub-problems.

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Composition

Building abstractions by combining procedures or data objects.

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Automation

Putting models (abstraction of real world objects/phenomena) into action to solve problems.

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Finite State Machine (FSM)

A model of computation consisting of a finite number of states and transitions between those states.

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Regular Expression

A way of describing a set of strings using a pattern.

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Regular Language

A language that can be represented by a regular expression.

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Backus-Naur Form (BNF)

A notation for defining the syntax of a formal language.

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Big-O Notation

A mathematical notation used to classify algorithms according to how their running time or space requirements grow as the input size grows.

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Tractable Problem

Problems that have a polynomial (or less) time solution .

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Intractable Problem

Problems that have no polynomial (or less) time solution.

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Halting Problem

The unsolvable problem of determining whether any program will eventually stop if given particular input.

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Turing Machine

A theoretical model of computation consisting of a tape, a read-write head, and a set of states and transition rules.