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ap computer science principle

Unit1

1. Algorithm

A step-by-step set of instructions used to solve a problem or complete a task.

2. Variables

A named container used to store information that can change while a program runs.

3. Collaboration

Working with others to solve problems, develop code, or design computing solutions.

4. Driver

In pair programming, the person who types the code and controls the computer.

5. Navigator

In pair programming, the person who reviews the code, offers ideas, and helps catch mistakes.

6. Conditionals

Statements that run certain code only when a specific condition is true (e.g., if statements).

7. Sprite

A character or object in a visual programming environment that can be moved or controlled.

8. Broadcast

A way to send a message in a program to trigger events or actions (used in environments like Scratch).

9. Command

An instruction for the computer to perform a specific task.

10. Event/Control

An action that causes something to happen in a program, like clicking a mouse or pressing a key.

11. Input

Data or signals received by a computer program (e.g., user typing, mouse clicks).

12. Output

Information a program gives back to the user (e.g., text on screen, sounds, images).

13. Pseudocode

A simplified way to describe algorithms using plain language or code-like statements, without specific syntax.

14. Digital Divide

The gap between people who have access to computers and the internet and those who do not.

15. Sequence

The specific order in which instructions or steps are carried out in a program.

16. Local Variable

A variable that is only accessible within the part of the program where it was created (e.g., inside a function).

17. Global Variable

A variable that can be used throughout the entire program.

18. Initializing

Setting a variable to a starting value when it is first created.

19. Data Types

Different kinds of data a program can use, like numbers (integers), text (strings), or true/false values (Booleans).

Unit2

1. Lists

An ordered collection of items (elements) that can be accessed by their position (index).

2. Strings

A sequence of characters (like letters, numbers, or symbols) treated as text.

3. Prototype

A basic or early version of a program or function used to test ideas or demonstrate features.

4. Expression

A combination of values, variables, and operators that is evaluated to produce a result.

5. Parameter

A variable used in a procedure or function definition that acts as a placeholder for values passed into it.

6. Argument

The actual value that is passed into a function or procedure when it is called.

7. Iteration

Repeating a set of instructions (looping) until a condition is met.

8. Procedure

A named block of code designed to perform a specific task; also called a function or method.

9. Boolean

A data type that represents only two values: true or false.

10. Abstraction

Simplifying complex problems by hiding unnecessary details to focus on important parts.

11. Infinite Loop

A loop that never ends because the stopping condition is never met.

12. Modulus

An operator that returns the remainder after division (e.g., 7 % 3 is 1).

13. Code Segment

A portion or snippet of code that performs a specific task or function.

14. Operators

Symbols used to perform operations on values or variables (e.g., +, -, *, /, %).

15. Readability

How easy it is to read and understand the code, often improved by good naming, spacing, and comments.

16. Traverse

To go through each item in a list, usually with a loop.

17. Index

The position of an item in a list or string, usually starting at 0.

18. Element

An individual item or value within a list.

19. Sublist

A smaller list that is part of a larger list.

20. Data Abstraction

Managing complexity by organizing and working with data in a simplified way (e.g., using lists instead of individual variables).

21. Selection

Using conditionals to choose which set of instructions to run (e.g., if, else).

22. Conditional

A statement that runs code only if a certain condition is true (e.g., if x > 10).

23. Nested Conditional

A conditional statement inside another conditional statement.

24. Return Statement

A command in a procedure that sends a value back to where the procedure was called.

Unit 3

1. Computer Virus

A type of malicious software that can replicate itself and spread to other computers, often damaging files or systems.

2. Cybersecurity

The practice of protecting computers, networks, and data from unauthorized access, attacks, or damage.

3. Keylogging

A type of spyware that records every key pressed on a keyboard to steal sensitive information like passwords.

4. Malware

Short for "malicious software," it includes viruses, spyware, worms, and other harmful programs designed to damage or control systems.

5. Personally Identifiable Information (PII)

Any data that can be used to identify a specific person, such as name, address, phone number, or Social Security number.

6. Phishing

A cyber attack where fake emails or websites trick people into giving away personal or sensitive information.

7. Targeted Marketing

Using personal data, such as browsing history or online behavior, to send customized advertisements to users.

8. Debugging

The process of finding and fixing errors or bugs in a computer program.

9. DDoS (Distributed Denial of Service)

An attack where many computers flood a website or server with traffic, making it slow or unavailable.

10. Rogue Access Point

An unauthorized Wi-Fi hotspot set up to trick users into connecting, often used to steal information.

11. Syntax Error

An error in the code that breaks the rules of the programming language (e.g., missing punctuation or misspelled words).

12. Logic Error

An error where the code runs but produces the wrong result due to incorrect reasoning or logic.

13. Run Time Error

An error that occurs while the program is running, often causing it to crash (e.g., dividing by zero).

14. Index Out of Bounds

An error that happens when a program tries to access a list position that doesn’t exist (e.g., index 5 in a 3-element list).

15. Rounding Error

A small mistake that occurs when numbers are rounded during calculations, especially with decimals.

16. Privacy

The right to control your personal information and decide who has access to it.

17. Security

The measures taken to protect digital data and systems from unauthorized access or attacks.

Unit5

1. Bias

A systematic error in data or algorithms that unfairly favors certain outcomes or groups.

2. Classifying Data

Sorting data into categories based on shared characteristics or features.

3. Cleaning Data

Fixing or removing incorrect, duplicate, or incomplete data to improve quality and accuracy.

4. Filtering Data

Selecting only the data that meets certain conditions or criteria.

5. Patterns in Data

Trends or repeated sequences found in data that can help make predictions or inform decisions.

6. Scalability

A system's ability to handle growing amounts of work or data without losing performance.

7. Internet

A global network that connects millions of computers and devices, enabling communication and data sharing.

8. Computer System

A combination of hardware and software working together to perform computing tasks.

9. Computer Network

A group of connected computers that can share resources and communicate.

10. Computing Device

Any electronic device that can run programs and process data, such as phones, laptops, or tablets.

11. Bandwidth

The maximum amount of data that can be transmitted over a network connection in a given time.

12. Distributed Computing System

A system where multiple computers work together on different parts of a larger task.

13. Fault Tolerance

A system’s ability to keep working even if some parts fail.

14. IP Address

A unique number assigned to each device on a network to identify and locate it.

15. TCP (Transmission Control Protocol)

A protocol that ensures data is sent and received accurately over the internet.

16. Packets

Small chunks of data sent across a network; the internet breaks files into packets for efficient transfer.

17. Parallel Computing System

A system where multiple processors work on parts of a task at the same time to solve problems faster.

18. Protocols

Rules that define how data is sent, received, and interpreted over a network.

19. Redundancy

Having extra components or pathways in a system to ensure it keeps working if something fails.

20. Router

A device that directs data packets between different networks, like from your home to the internet.

21. Sequential Computing System

A system where tasks are completed one after another, step by step.

22. World Wide Web (WWW)

A collection of web pages and resources accessed through the internet using browsers.

23. Encryption

Converting data into a code to prevent unauthorized access.

24. Decryption

Converting encrypted data back into its original, readable form.

25. Certificate Authority

A trusted organization that issues digital certificates to verify website identities for secure connections.

26. Public Key Encryption

A method of encrypting data using two keys: a public key to encrypt and a private key to decrypt.

27. Multifactor Authentication

A security method that requires two or more forms of identification to access a system (e.g., password + code sent to phone).

28. Authentication

Verifying a user's identity before granting access to a system.

29. Asymmetric Ciphers

Encryption that uses two different keys: one for encrypting and a different one for decrypting (used in public key encryption).

30. Symmetric Key Encryption

Encryption that uses the same key for both encrypting and decrypting data.

31. Crowdsourcing

Getting input or ideas from a large group of people, often online, to solve a problem or collect data.

Unit 6

1. Simulation

A computer program that imitates a real-world process or system to study its behavior under different conditions.

2. Undecidable Problem

A problem for which no algorithm can be created that always leads to a correct yes-or-no answer.

3. Lossy

A type of data compression that removes some data permanently to reduce file size (e.g., JPEG images, MP3 audio).

4. Lossless

A type of data compression that reduces file size without losing any information (e.g., PNG images, ZIP files).

5. Analog

Continuous data that can take on any value within a range (e.g., sound waves, light levels).

6. Bits

The smallest unit of data in computing, short for “binary digit,” which can be either 0 or 1.

7. Bytes

A group of 8 bits, often used to represent a single character (e.g., a letter or symbol).

8. Metadata

Data about data — for example, the author and date of a document or the dimensions of an image.

9. Overflow Errors

Errors that occur when a number is too large to be stored in the available space (like adding beyond the limit of bits).

10. Binary Search

An efficient algorithm that repeatedly divides a sorted list in half to find a target value.

11. Linear Search

A simple search algorithm that checks each item in a list one at a time until the target is found.

12. Heuristic

A strategy used to find a solution more quickly when an exact solution is impractical; often used in optimization problems.

13. Digital

Data represented using discrete values (like 0s and 1s); the opposite of analog.

14. Reasonable Time

Describes an algorithm that runs fast enough to be practical; often refers to algorithms that run in polynomial time as the input size grows.