AP CSP All Terms

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237 Terms

1

innovating

The process of imagining something that does not yet exist, but that has potential, and making it real through the application of design, implementation, and production (1.1)

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2

iteration

Repeatedly applying a process with the goal of coming closer and closer to a solution / Repetition - one complete step of a loop (1.1)

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3

iterative development process

The process by which computer programs are designed, developed, and tested in repeated cycles (1.1)

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4

debug

To identify and remove errors from a computer program (1.1)

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5

algorithm

A finite set of instruction that accomplish a specific task (1.2)

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6

sequencing

Executes statements one at a time, in order, one after another (1.2)

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7

selection

Uses "if...then" to tell a computer how to select a step or to tell the sequence that it should be executed (1.2)

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8

imperative statement

A command statement with a verb phrase that indicates an operation to perform (1.2)

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9

descriptive qualifier

A specific adverb or adjective that further qualifies or limits the meaning of a word (1.2)

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10

natural language

A complex but structured language, both written and spoken, that has evolved naturally in humans through use, repetition, and adaptation (1.3)

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11

binary

Machine code that is direct, low-level translation from the high-level source code, and is a pattern of 0s and 1s (1.3)

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12

abstraction

The process of removing or suppressing details to create a manageable level of complexity (1.3)

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13

artificial language

A limited size language, usually developed by a small group for specific reasons. Usually is much simpler and structured.

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14

ambiguity

Uncertainty or being open to more than one interpretation (1.3)

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15

visual programming language

A programming language that lets users drag and drop icons into organized blocks of code to create programs, rather than typing text (1.3)

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16

high-level language

A programming language that is easier for human to read, write and parse. It is guaranteed to be ambiguous (1.3)

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17

low-level language

A programming language that has little or no abstraction and communicates closely to the hardware using machine language, but is less natural for humans (1.3)

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18

compilation

The process of source code being translated into machine code (1.3)

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19

bit

A binary digit - either a 1 or a 0 (1.4)

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20

source code

Programs written in high-level languages (1.4)

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21

machine code

Machine-level instructions that are uniquely read by computer processors using patterns of 1s and 0s (1.4)

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22

code statement

Something that is a part of program code that expresses an action to be carried out (1.6)

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23

input

User interaction with a program via clicking, mouse development, or keyboard entry (1.7)

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24

storage

What the computer "stores" or needs to remember to execute a program (1.7)

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25

state

A description of what the computer is doing or the values of variables at any given moment (1.7)

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26

attributes

A description of what the computer is doing or the values of variables at any given moment (1.7)

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27

process

The program code and current activity that is being executed in a computer program (1.7)

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28

placeholder

A variable in place of a particular value or attribute (1.7)

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29

variable

A placeholder to store a particular value of attribute (1.9)

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30

integer

A whole number, a number that is not a fraction that is used in programs (1.8)

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31

character

A single letter, digit, or symbol that can be a type of variable (1.8)

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32

string

A series of characters at any length (1.8)

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33

Boolean values

A variable to represent true or false (1.8)

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34

array

Lists of other variables (1.8)

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35

floating point number (float)

A number that may have digits after the decimal point (1.8)

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36

declaring variables

Creating variables in a programming language (1.8)

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37

flowchart

A simple diagram with symbols showing the "flow" of a process (2.1)

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38

flow pattern

A pattern that can emerge when data is transformed using computation logic structures (sequencing, selection, iteration) (2.1)

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39

sequential execution

Program instructions that are executed one at a time, in order (2.1)

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40

code segment

Something that refers to a collection of program statements that are part of a program (2.2)

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41

program

A collection of program statements that perform a specific task when run by a computer. A program is often referred to as software (2.2)

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42

parameter

A variable that defines a procedure or sets the condition of an operation (2.2)

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43

procedure

A named collection of steps in an algorithm that can be reused anytime it is needed without restating the detailed procedures (2.2)

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44

remix

To modify and share a version of an uploaded existing project (2.2)

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45

comments

An annotation in the code of a computer program (2.2)

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46

pseudocode

An informal method of writing algorithmic instructions that do not necessarily follow grammatical rules and syntax of a particular language - "false" code (2.3)

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47

if statement

A type of selection statement that only executes when a certain criteria is met (2.4)

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48

if else statement

A more thorough version of an if statement that stipulates what is to happen when a certain criteria is not met (2.4)

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49

operators

Symbols that imply a comparison in conditional selection statements (2.4)

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50

control flow

The direction the computer program moves from instruction to instruction over time. Can also be controlled by if statements and other binary conditions (2.5)

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51

branching

Instruction in a computer program that can cause a computer to begin executing a different sequence of instructions (2.5)

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52

conditionals

Only executes if a certain designated condition is true (2.5)

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53

switching

Turning on or off (binary) (2.5)

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54

nesting

Where different logic structures sequence, selection and loops are combined or nested in one another (2.5)

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55

loop

The repetition of some code (2.6)

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56

indefinite loop

When it is unknown how many times a loop will iterate, usually we are waiting for an event to occur such as "repeat until...." (2.6)

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57

definite loop

Executes a predetermined set of times for a loop to be repeated (2.6)

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58

modularity

The subdivision of a computer program into separate subprograms (2.8)

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59

heuristics

A method for deriving an approximate solution - Rules of Thumb but not guaranteed an accurately correct answer (2.9)

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60

unsolvable problem

A problem that cannot be solved using any algorithm (2.9)

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61

Halting Problem

There cannot be a program that will determine which computer programs will halt (or exit) and which programs will go on forever (2.9)

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62

undecidable problem

Where no algorithm can be made that always leads to a correct yes or no answer (2.9)

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63

scalability

How well do algorithms perform at increasingly larger scales (2.9)

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64

Big-O Notation

A mathematical concept used by computer scientists to determine how well algorithms scale - performances classified into different categories (2.9)

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65

sequential search

A linear search method of finding a targeted value within a list, looking one at a time until a match is found (2.9)

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66

binary search

A method of searching by dividing the search interval in half each time.

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67

logarithmic behavior: doubling the size of a problem only requires one extra unit of work (2.9)

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68

logarithmic behavior

Doubling the size of a problem only requires one extra unit of work (2.9)

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69

brute forcing

Trial and error method used to decode encrypted data such as passwords (2.9)

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70

logic gate

A hardware abstraction that is modeled by a Boolean function (2.10)

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71

dichotomous

In which something can only be one thing or another (yes or no) (3.1)

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72

binary code

Code represented with the two symbols of 1 and 0 (3.1)

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73

bits

The foundation for digital computing (1s and 0s) - short for binary digits (3.1)

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74

digital

How information is stored, accessed, transformed and used by computers (3.1)

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75

state space

The space of potential possibilities (3.1)

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76

exponential growth

The rate of growth that rapidly increases in proportion to the growing total number or size (3.1)

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77

fixed-point numbers

Numbers where the decimal point is always in the same place (3.1)

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78

floating-point numbers

Numbers where the decimal point can float because there is no fixed number of digits before and after the decimal point. AKA: real numbers (3.1)

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79

real numbers

Numbers approximated by floating-point representations that do not necessarily have infinite precision (3.1)

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80

scientific notation

The mathematical representation of a decimal number in floating-point form. Examples: 4 x 10³ for 4,000, 4.002 x 10³x 10 for 4,002 or 2.345E6 for 2,345,000 (3.1)

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81

decimal

Describes the base-10 number system, the most commonly used number system (3.2)

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82

ASCII (American Standard Code for Information Interchange)

A table that outlines a common set of conventions established for converting between binary values and alphanumeric (represents 128 different characters) (3.3)

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83

alphanumeric

The characters that consists of uppercase and lowercase letters in addition to numerals 0-9 (3.3)

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84

digital noise

Irrelevant or meaningless data that has found its way into otherwise meaningful code (3.3)

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85

bit string

A sequence of bits that can be used to represent sets or to manipulate binary data (3.3)

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86

mapping

Associating each element of a given set with one or more elements of a second set (3.3)

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87

unicode

A binary encoding system that can represent much more of the world's text than ASCII can (represents 65,536 different characters) (3.3)

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88

Morse Code

A code where letters are represented by combinations of long and short signals of light or sound (3.5)

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89

Baudot Code

A binary code invented by Emile Baudot in 1870 that uses crosses and dots in order to encode 2^5 or 32 characters (3.5)

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90

variable-width encoding

Using codes of different lengths to encode a character set for representation (example: Morse Code) (3.5)

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91

fixed-width encoding

Using codes with a fixed width to encode a character set for representation (example: Baudot Code) (3.5)

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92

discrete

Separate or divided (digital) (3.6)

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93

continuous

Unbroken, without interruption (analog) (3.6)

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94

approximation

Digital copies are only approximations of the natural object (3.6)

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95

analog

Non-digital signals or information represented by a continuously variable physical quantity such as spatial position or voltage (3.6)

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96

element

An element is an individual value in a list that is assigned a unique index (3.7)

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97

data structure

A particular way of organizing and storing data such as an array, table, etc. (3.7)

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98

data abstraction

Help manage complexity in programs by giving a collection of data a name without referencing the specific details of the representation (3.7)

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99

index value

The representation of the location of each item in a list (3.7)

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100

list

A list is an ordered sequence of elements. For example, [value1, value2, value3, ...] describes a list where value1 is the first element, value 2 is the second element, value 3 is the third element, and so on (3.7)

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