AP CSP Units 1-7 Vocab

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83 Terms

1

Binary

A way of representing information using only two options

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Bit

A contraction of "Binary Digit";  the single unit of information in a computer, typically represented as a 0 or 1

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Byte

8 bits

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Overflow Error

Error from attempting to represent a number that is too large

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Round-off Error

Error from attempting to represent a number that is too precise

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Analog Data

Data with values that change continuously, or smoothly, over time

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Digital Data

Data that changes discretely through a finite set of possible values

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Sampling

A process for creating a digital representation of analog data by measuring the analog data at regular intervals called samples

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Lossless Compression

A process for reducing the number of bits needed to represent something without losing any information

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10

Lossy Compression

A process for reducing the number of bits needed to represent something in which some information is lost or thrown away

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11

Intellectual Property

A work or invention that is the result of creativity, such as a piece of writing or a design, to which one has rights and for which one may apply for a patent, copyright, trademark, etc

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12

Creative Commons

A collection of public copyright licenses that enable the free distribution of an otherwise copyrighted work, used when an author wants to give people the right to share, use, and build upon a work that they have created

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13

Computing Device

a machine that can run a program, including computers, tablets, servers, routers, and smart sensors

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Computing System

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

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15

Computing Network

a group of interconnected computing devices capable of sending or receiving data

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16

Domain Name System (DNS)

a network of servers that track the IP addresses of different domain names like example.com

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Path

the series of connections between computing devices on a network starting with a sender and ending with a receiver

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18

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 some system

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Transmission Control Protocol (TCP)

a protocol for sending packets that does error-checking to ensure all packets are received and properly ordered

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User Datagram Protocol (UDP)

a protocol for sending packets quickly with minimal error-checking and no resending of dropped packets

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22

IP Address

The unique number assigned to each device on the Internet

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23

Internet Protocol (IP)

a protocol for sending data across the Internet that assigns unique numbers (IP addresses) to each connected device

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Router

A type of computer that forwards data across a network

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Packet

A chunk of data sent over a network

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26

Redundancy

the inclusion of extra components so that a system can continue to work even if individual components fail, for example by  having more than one path between any two connected devices in a network

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Fault Tolerant

Can continue to function even in the event of individual component failures

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Internet

a computer network consisting of interconnected networks that use standardized, open (nonproprietary) communication protocols

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World Wide Web

a system of linked pages, programs, and files

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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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User Interface

the inputs and outputs that allow a user to interact with a piece of software

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Input

data that are sent to a computer for processing by a program

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Output

any data that are sent from a program to a device

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34

Program Statement

a command or instruction

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Program

a collection of program statements

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36

Sequential Programming

program statements run in order, from top to bottom

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Event Driven Programming

some program statements run when triggered by an event, like a mouse click or a key press

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Documentation

a written description of how a command or piece of code works or was developed

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Comment

form of program documentation written into the program to be read by people and which do not affect how a program runs

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Pair Programming

a collaborative programming style in which two programmers switch between the roles of writing code and tracking or planning high level progress

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Debugging

Finding and fixing problems in an algorithm or program

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Development process

the steps or phases used to create a piece of software

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43

Event

associated with an action and supplies input data to a program

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Expression

a combination of operators and values that evaluates to a single value

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Assignment Operator

allows a program to change the value represented by a variable

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Variable

a named reference to a value that can be used repeatedly throughout a program

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String

an ordered sequence of characters

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48

Boolean Value

a data type that is either true or false

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Comparison Operators

<, > , <=, > =, ==,
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Logical operator

NOT, AND, and OR, which evaluate to a Boolean value

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Conditional Statement

affect the sequential flow of control by executing different statements based on the value of a Boolean expression

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Function

a named group of programming instructions

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Function Call

a command that executes the code within a function

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List

an ordered collection of elements

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Element

an individual value in a list that is assigned a unique index

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Index

a common method for referencing the elements in a list or string using numbers

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Iteration

a repetitive portion of an algorithm which repeats a specified number of times or until a given condition is met

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Infinite loop

occurs when the ending condition will never evaluate to true

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Traversal

the process of accessing each item in a list one at a time

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Data abstraction

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

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Problem

a general description of a task that can (or cannot) be solved with an algorithm

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Algorithm

a finite set of instructions that accomplish a task

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Sequencing

putting steps in an order

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Selection

deciding which steps to do next

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Iteration

doing some steps over and over

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Efficiency

a measure of how many steps are needed to complete an algorithm

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Linear Search

a search algorithm which checks each element of a list, in order, until the desired value is found or all elements in the list have been checked

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Binary Search

a search algorithm that starts at the middle of a sorted set of numbers and removes half of the data; this process repeats until the desired value is found or all elements have been eliminated

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Reasonable Time

Algorithms with a polynomial efficiency or lower (constant, linear, square, cube, etc.)

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Unreasonable Time

Algorithms with exponential or factorial efficiencies are examples of algorithms that run in an unreasonable amount of time

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71

Heuristic

provides a "good enough" solution to a problem when an actual solution is impractical or impossible

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Decision Problem

a problem with a yes/no answer  (e.g., is there a path from A to B?)

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Optimization Problem

a problem with the goal of finding the "best" solution among many (e.g., what is the shortest path from A to B?)

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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

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Sequential Computing

a model in which programs run in order, one command at a time

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Parallel Computing

a model in which programs are broken into small pieces, some of which are run simultaneously

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Distributed Computing

a model in which programs are run by multiple devices

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78

Speedup

the time used to complete a task sequentially divided by the time to complete a task in parallel

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79

Parameter

a variable in a function definition

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Argument

the value passed to the parameter

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81

Return

used to return the flow of control to the point where the procedure (also known as a function) was called and to return the value of the expression

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82

Procedural abstraction

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

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Library

a group of functions (procedures) that may be used in creating new programs

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