All vocab Flashcards

1
Q

Bit

A

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

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2
Q

byte

A

8 bits

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3
Q

overflow error

A

error from attempting to represent a number that is too large

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4
Q

Round-off Error

A

Error from attempting to represent a number that is too precise. The value is rounded.

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5
Q

Analog Data

A

Data with values that change continuously, or smoothly, over time. Some examples of analog data include music, colors of a painting, or position of a sprinter during a race.

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6
Q

Digital Data

A

Data that changes discreetly through a finite set of possible values

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7
Q

Sampling

A

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

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8
Q

Lossless Compression

A

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

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9
Q

Lossy Compression

A

A process for reducing the number of bits needed to represent something in which some information is lost or thrown away. This process is not reversible. Typically better than lossless compression algorithms at reducing the number of bits needed to represent a piece of data.

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10
Q

Binary

A

A way of representing information using only two options.

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11
Q

Creative Commons

A

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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12
Q

Data Compression

A

A process for reducing the number of bits needed to represent a piece of information

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13
Q

Decimal

A

a system for representing numbers using combinations of the digits 0 - 9

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14
Q

Intellectual Property

A

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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15
Q

Open Access

A

online research output free of any and all restrictions on access and free of many restrictions on use, such as copyright or license restrictions

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16
Q

Open Source

A

programs that are made freely available and may be redistributed and modified

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17
Q

Abstraction

A

helps represent complex information by removing the complexity that might otherwise might not be hidden. Common abstractions that are represented by computing devices include numbers, characters, and color.

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18
Q

Computing Device

A

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

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19
Q

Computing System

A

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

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20
Q

Computing Network

A

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

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21
Q

Path:

A

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

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22
Q

bandwidth

A

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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23
Q

protocol

A

an agreed-upon set of rules that specify the behavior of some system

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24
Q

IP address

A

the unique number assigned to each device on the internet

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25
Q

Internet Protocol

A

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

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26
Q

Router

A

A type of computer that forwards data across a network

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27
Q

redundancy

A

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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28
Q

Fault tolerance

A

can continue to function even in the event of individual component failures. This is important because elements of complex systems like a computer network fail at unexpected times, often in groups

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29
Q

transmission control Protocol(tcp)

A

A protocol for sending packets that does error checking to ensure all packets are received and properly ordered. If packets are missing, it will send a request for the missing packets.

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30
Q

http

A

HyperText Transfer Protocol - the protocol used for transmitting web pages over the internet

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31
Q

internet

A

a computer network consisting of interconnected networks that use standardized, open (nonproprietary) communication protocols. Protocols of the internet are open and used by all devices connected to the network. The protocols of the internet were designed to scale as new devices were added.

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32
Q

packet

A

A chunk of data sent over a network. Larger messages are divided up into packets that may arrive in order, out of order, or not at all

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33
Q

Packet Metadata

A

Data added to packets to help route them through the network and reassemble the original message.

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34
Q

Routing

A

The process of finding a path from sender to receiver.

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35
Q

UDP

A

A protocol used on the internet for fast transmission of information but with minimal error checking

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36
Q

World Wide Web

A

A system of linked pages, programs, and files.

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37
Q

Router

A

A type of computer that forwards data across a network

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38
Q

Certificate authority

A

Issue digital certificates that validate the ownership of encryption keys used in secure communications and are based on a trust model.

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39
Q

Digital Divide

A

Differing access to computing devices and the Internet, based on socioeconomic, geographic, or demographic characteristics

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40
Q

Internet Engineering Task Force (IETF)

A

The IETF develops and oversees standards such as hypertext transfer protocol (HTTP), Internet protocol (IP), and simple mail transfer protocol (SMTP).

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41
Q

Scalability

A

The property of a system to handle a growing amount of work by adding resources to the system. The internet is scalable because it can add more routers, wired connections, DNS servers, IP addresses, etc.

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42
Q

Redundant Networks

A

When a network contains redundant connections, the network can continue to function in the event of slowdowns or disconnections in specific parts of the network.

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43
Q

User interface

A

The inputs and outputs that allow a user to interact with a piece of software. User interfaces can include a variety of forms such as buttons, menus, images, text, and graphics.
Input: data that are sent to a computer for processing by a program. Can come in a variety of forms, such as tactile interaction, audio, visuals, or text.

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44
Q

output

A

Any data that is sent from a program to a device. Can come in a variety of forms, such as tactile interaction, audio, visuals, or text.

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45
Q

Input

A

Data that are sent to a computer for processing by a program. Can come in a variety of forms, such as tactile interaction, audio, visuals, or text.

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46
Q

Program Statement

A

A command or instruction. Sometimes also referred to as a code statement.

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47
Q

Program

A

A collection of program statements. Programs run (or “execute”) one command at a time.

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48
Q

Sequential Programming

A

Program statements run in order, from top to bottom.

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49
Q

Event-Driven Programming

A

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

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50
Q

Documentation

A

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

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51
Q

Comment

A

A 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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52
Q

Pair Programming

A

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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53
Q

Debugging

A

Finding and fixing problems in an algorithm or program.

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54
Q

Development process

A

The steps or phases used to create a piece of software. Typical phases include investigating, designing, prototyping, and testing.

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55
Q

Investigating

A

getting requirements, interviewing users about wanted functionality

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56
Q

Designing

A

How the program will work or how users interact with it

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57
Q

Prototyping

A

Creating a model

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58
Q

Testing

A

Testing functionality of program

59
Q

Event

A

Associated with an action and supplies input data to a program. Can be generated when a key is pressed, a mouse is clicked, a program is started, or by any other defined action that affects the flow of execution.

60
Q

Incremental Development Process

A

A design approach that breaks the problem into smaller pieces and makes sure each piece works before adding it to the whole.

61
Q

Iterative Development Process

A

A design approach requires refinement and revision based on feedback, testing, or reflection throughout the process. This may require revisiting earlier phases of the process.

62
Q

Plagiarism

A

The use of material created by someone else without permission and presented as one’s own

63
Q

Program Requirements

A

Descriptions how a program functions and may include a description of user interactions that a program must provide.

64
Q

Program specification

A

A description of all the requirements for the program.

65
Q

Syntax Error

A

A mistake in the program where the rules of the programming language are not followed.

66
Q

Software

A

A program or a collection of programs

67
Q

Expression

A

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

68
Q

Assignment Operator

A

Allows a program to change the value represented by a variable.

69
Q

Variable

A

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

70
Q

Boolean Value

A

A data type that is either true or false.

71
Q

Comparison Operators

A

<, >, <=, >=, ==, != indicate a Boolean expression

72
Q

Function

A

A named group of programming instructions. Also referred to as a “procedure”.

73
Q

Function Call

A

A command that executes the code within a function

74
Q

Arithmetic operator

A

Part of most programming languages and include addition, subtraction, multiplication, division, and modulus operators.

75
Q

Boolean Expression

A

Evaluates to either true or false

76
Q

Concatenation

A

Joins together two or more strings end-to-end to make a new string.

77
Q

Conditional Statement

A

Affect the sequential flow of control by executing different statements based on the value of a Boolean expression. (Example: if/else)

78
Q

Evaluate

A

Expressions are evaluated to produce a single value.

79
Q

Expression

A

a programming statement that can consist of a value, a variable, an operator, or a procedure call that returns a value.

80
Q

Logical operator

A

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

81
Q

Procedure

A

A named group of programming instructions that may have parameters and return values.

82
Q

Relational operator

A

Used to test the relationship between two variables, expressions, or values. A comparison using a relational operator evaluates to a Boolean value. For example: =, ≠, >, <, ≥, and ≤

83
Q

Selection

A

determines which parts of an algorithm are executed based on a condition being true or false

84
Q

String

A

An ordered sequence of characters.

85
Q

List

A

An ordered collection of elements

86
Q

Element

A

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

87
Q

Index

A

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

88
Q

Iteration

A

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

89
Q

infinite loop

A

occurs when the ending condition will never evaluate to true.

90
Q

Traversal

A

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

91
Q

Append

A

add elements to the end of a list

92
Q

Data abstraction

A

manage complexity in programs by giving a collection of data a name without referencing the specific details of the representation. In programming a list is a form of data abstraction.

93
Q

Loops (iteration statements)

A

change the sequential flow of control by repeating a set of statements zero or more times, until a stopping condition is met

94
Q

Logic Error

A

a mistake in the algorithm or program that causes it to behave incorrectly or unexpectedly.

95
Q

Simulations

A

Are the production of a computer model of something, especially for the purpose of study. They are also abstractions of more complex objects or phenomena for a specific purpose. They can be used to test a hypothesis about a pattern.

96
Q

Substring

A

Part of an existing string

97
Q

Problem

A

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

98
Q

Algorithm

A

a finite set of instructions that accomplish a task.

99
Q

Efficiency

A

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

100
Q

Linear Search

A

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.

101
Q

Binary Search

A

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.

102
Q

Reasonable time

A

Algorithms with a polynomial efficiency or lower (constant, linear, square, cube, etc.) are said to run in a reasonable amount of time.

103
Q

Unreasonable time

A

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

104
Q

Heuristic

A

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

105
Q

Undecidable problem

A

a problem for which no algorithm can be constructed that is always capable of providing a correct yes-or-no answer

106
Q

Sequential computing

A

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

107
Q

Parallel computing

A

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

108
Q

Distributed Computing

A

a model in which programs are run by multiple devices. Used in tandem with parallel computing.

109
Q

Speedup

A

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

110
Q

Decision Problem

A

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

111
Q

Optimization Problem

A

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

112
Q

Sequencing

A

the application of each step of an algorithm in the order in which the code statements are given

113
Q

Selection

A

deciding which steps to do next

114
Q

Iteration

A

doing some steps over and over

115
Q

Parameter

A

a variable in a function definition. Used as a placeholder for values that will be passed through the function.

116
Q

Argument

A

the value passed to the parameter

117
Q

Return

A

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 expression.

118
Q

Library

A

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

119
Q

API

A

Application Program Interface - specifications for how functions in a library behave and can be used

120
Q

Modularity

A

The subdivision of a computer program into separate subprograms

121
Q

Procedural Abstraction

A

a process and allows a procedure to be used only knowing what it does, not how it does it. Procedural abstraction allows a solution to a large problem to be based on the solution of smaller subproblems. This is accomplished by creating procedures to solve each of the subproblems. Improves readability and manages complexity.

122
Q

Citizen Science

A

scientific research conducted in whole or part by distributed individuals, many of whom may not be scientists, who contribute relevant data to research using their own computing devices.

123
Q

Cleaning Data

A

a process that makes the data uniform without changing its meaning (e.g., replacing all equivalent abbreviations, spellings, and capitalizations with the same word).

124
Q

Correlation

A

a relationship between two pieces of data, typically referring to the amount that one relates to the other.

125
Q

Crowdsourcing

A

the practice of obtaining input or information from a large number of people via the Internet.

126
Q

Information

A

the collection of facts and patterns extracted from data

127
Q

Data Bias

A

data that does not accurately reflect the full population or phenomenon being studied

128
Q

Data Filtering

A

choosing a smaller subset of a data set to use for analysis, for example by eliminating / keeping only certain rows in a table

129
Q

Metadata

A

a set of data that describes and gives information about other data.

130
Q

Computing Innovation

A

includes a program as an integral part of its function. Can be physical (e.g. self-driving car), non-physical computing software (e.g. picture editing software), or non-physical computing concepts (e.g., e-commerce).

131
Q

Personally Identifiable Information (PII)

A

information about an individual that identifies, links, relates, or describes them.

132
Q

Phishing

A

a technique that attempts to trick a user into providing personal information. That personal information can then be used to access sensitive online resources, such as bank accounts and emails

133
Q

Keylogging

A

the use of a program to record every keystroke made by a computer user in order to gain fraudulent access to passwords and other confidential information

134
Q

Malware

A

software intended to damage a computing system or to take partial control over its operation

135
Q

Rogue Access Point

A

a wireless access point that gives unauthorized access to secure networks. It can see and modify network requests over an internet connection.

136
Q

Encryption

A

a process of encoding messages to keep them secret, so only “authorized” parties can read it.

137
Q

Decryption

A

a process that reverses encryption, taking a secret message and reproducing the original plain text.

138
Q

Symmetric Key Encryption

A

involves one key for both encryption and decryption.

139
Q

Public Key Encyrption

A

pairs a public key for encryption and a private key for decryption. The sender does not need the receiver’s private key to encrypt a message, but the receiver’s private key is required to decrypt the message

140
Q

Freeware

A

Untrustworthy (often free) downloads from freeware or shareware sites can contain malware.

141
Q

Multi-factor Authentication

A

a system that requires at least two steps to unlock protected information; each step adds a new layer of security that must be broken to gain unauthorized access

142
Q

Strong Password

A

something that is easy for a user to remember but would be difficult for someone else to guess based on knowledge of that user.

143
Q

Virus

A

a malicious program that can copy itself and gain access to a computer in an unauthorized way. Computer viruses often attach themselves to legitimate programs and start running independently on a computer.