OCR GCSE Computer Science - Computational Thinking, Algorithms and Programming

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A comprehensive set of vocabulary flashcards covering computational thinking, algorithms, and programming fundamentals for OCR GCSE Computer Science Topic 2.

Last updated 12:41 PM on 7/24/26
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84 Terms

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Decomposition

The process of breaking down a problem into smaller, more manageable sub-problems that each accomplish a specific task.

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Abstraction

The process of reducing complexity by removing unnecessary details to focus on the essential parts of a problem, system, or solution.

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Algorithmic Thinking

The ability to create a clear and logical set of instructions (an algorithm) that can be followed to find the solution to a problem.

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Pattern Recognition

The process of identifying similarities or recurring features in problems so that known solutions and techniques can be applied to solve them.

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Inputs

The data an algorithm or program receives.

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Processing

How the data is transformed or calculated during a program.

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Outputs

The result or outcome produced by the algorithm, often presented to the user.

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Pseudo-code

A simplified, informal way of describing an algorithm that is closer to human language than programming code, but structured like code.

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Program Code

A set of instructions written in a high level programming languages (e.g., Python, C#) that tells a computer how to perform a specific task or solve a problem.

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Flowcharts

Diagrams that use symbols / shapes to represent the steps and decision-making processes of an algorithm.

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Syntax Error

An error which breaks the grammatical rules of a programming language, preventing the program from running.

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Logic Error

An error in the program’s design or logic, causing it to produce an unexpected or incorrect output, whilst still running.

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Trace Table

A table used to record the values of variables as a program is executed, step by step, to help follow the logic of an algorithm and check for errors.

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Algorithm

A step-by-step set of instructions that can be followed to solve a problem.

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Searching Algorithm

An algorithm used to find a specific item within a list.

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Linear Search

A searching algorithm which searches for an item by checking each item in the list one by one, beginning at index 00.

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Binary Search

A searching algorithm which searches for an item by repeatedly dividing sorted lists at the midpoint.

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Sorting Algorithm

An algorithm which is used to arrange data in a specific order, such as ascending or descending.

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Bubble Sort

A sorting algorithm which repeatedly goes through a list and compares 22 adjacent items, swapping them if they are in the wrong order.

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Merge Sort

A sorting algorithm which continuously splits a list in half until it consists of several sublists of length 11, then merges these sublists back together to form a sorted list.

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Insertion Sort

A sorting algorithm which inserts an unsorted list of items into their correct position in a list.

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Variable Declaration

Creates a variable, a named location in memory, to store data.

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Constant Declaration

Creates a value that does not change while the program runs, such as Pi. These are typically given an all-caps identifier.

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Assignment

Setting or updating a value in a variable.

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Input

Receiving data from the user.

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Output

Displaying data or information to the user.

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Sequence

Instructions are executed in the order they are written.

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Selection

Decisions, such as IF-ELSE statements that cause branching.

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Iteration

The repetition of a block of code, such as FOR and WHILE loops.

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Count-Controlled Iteration

A type of iteration where a block of code is repeated a finite, predetermined number of times, e.g., FOR loops.

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Condition-Controlled Iteration

A type of iteration where a block of code is repeated until a condition is true or false. The number of repetitions is not fixed in advance, e.g., WHILE.

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Arithmetic Operations

Basic mathematical calculations that can be performed in a programming language, such as ++ (plus).

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Comparison Operations

Used to compare different items of data, and either return True or False, such as ==== (equal to).

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Boolean Operations

Logical operations that compare or combine Boolean values and are used in conditions to control the flow of a program, consisting of AND, OR, and NOT.

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Data Type

Defines the kind of data a variable can hold, as well as how a program will store, process, and display that data, and the operations which can be performed on it.

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Integer

Whole numbers.

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Float

Numbers which may include a decimal part.

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Boolean

Used in decision making processes, with the only two values being True/False.

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Character

A single symbol or letter.

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String

A sequence of characters.

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Casting

Refers to changing the data type of a variable.

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String Manipulation

Performing operations on strings, including measuring their lengths, concatenating strings, or slicing strings.

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Concatenation

Combining two or more strings to form a longer one.

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Slicing

The process of extracting a section (substring) of a string by specifying a start and end position (often as an index).

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File Handling

Reading or writing to an external file.

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Data Structure

A way of organising and storing data within a structure to be used efficiently.

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Record

A type of data structure which groups different types of data together.

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Array

A fixed-length data structure which can only store items of the same data type.

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Database

A database is used to store large amounts of data into organised tables.

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SQL

Structured Query Language (SQL) is used to search for, manage, and manipulate data in a database.

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Subprogram

A section of code which performs a specific task, and must be called whenever it is needed to carry out that task.

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Function

A type of subprogram which performs a specific task and returns a value.

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Procedure

A type of subprogram which performs a procedure task and does not return a value.

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Local Variable

A variable defined inside of a subprogram, that can only be used within that same subprogram and is overwritten in memory when the subprogram ends.

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Global Variable

A variable defined in the main program, that can be used anywhere in the program.

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Random Number Generation

The ability to produce unpredictable numeric values within a specified range.

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Defensive Design

Designing and creating programs so that they are able to handle unexpected or erroneous inputs by anticipating the program’s misuse.

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Authentication

The process of determining the identity of a user.

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Input Validation

The process of checking that any input is appropriate for its use.

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Presence Check

Checks if data has actually been entered and not left blank.

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Range Check

Checks that data falls within a specified range.

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Length Check

Checks if a specified number of characters have been entered (often over or under a limit).

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Naming Convention

Appropriately naming all variables and subroutines to reflect their purpose and improve code readability.

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Iterative Testing

Testing which takes place throughout development, the results of which are used to improve the program.

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Final Testing

Testing performed at the end of development to ensure the program meets all requirements, works correctly under all expected conditions, and is ready to release.

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Normal Test Data

A typical, valid input.

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Boundary Test Data

An input on the edge of a range.

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Erroneous Test Data

An input outside a range or of the incorrect data type.

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Logic Gate

An electronic component that performs a basic Boolean operation on one or two input signals to produce a single output signal.

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Logic Circuit

A combination of interconnected logic gates designed to perform a specific Boolean function.

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Boolean Logic

A branch of algebra, where values take either TRUE (11) or FALSE (00), used in decision making.

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Truth Table

Used to show the different outputs of Boolean expressions for all possible input combinations.

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AND Gate

Returns TRUE if both inputs are TRUE.

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OR Gate

Returns TRUE if either input is (or both are) TRUE.

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NOT Gate

Reverses the input.

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High-Level Language

A programming language closely resembling human language, making it possible for humans to read and write code using structured English.

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Low-Level Language

A language closer to machine code, often directly understood by computers but harder for humans to understand.

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Translators

Used to convert high level languages to low level languages so that programs can be executed.

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Compilers

Translates entire high level programs at once, producing a platform-specific executable file.

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Interpreters

Translates high level programs line-by-line, checking for errors as they go.

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IDEs

Integrated Development Environments (IDEs) are platforms used by programmers which contain features to make creating clear and maintainable code easier.

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Editor

The environment in an IDE which allows the user to write and develop code.

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Error Diagnostics

A feature of an IDE which identifies errors, and provides information on where the error is in the code, what is wrong, and possible solutions to fix the error.

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Run-time Environments

A platform which allows programs to run, using a virtual computer to simulate the program running on multiple different environments.