AP Exam Review Flashcards

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1
Q

Data abstraction

A

Filtering out specific details to focus on the information needed to process the data

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2
Q

Decimal

A

Number represented with base 10 digits examples ate 1.5, 12.50 etc

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3
Q

Base conversion

A

taking a number written in one base and rewriting it in another like binary to decimal

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4
Q

Precision

A

The number of significant figures or meaningful decimal places in measurements or calculations

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5
Q

Trends

A

General direction in which something is developing or changing over time

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6
Q

Binary

A

Numbers represented with base 2 digits (0 or 1)

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7
Q

Hexidecimal

A

Numbers represented with base 16 digits

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8
Q

Integer Overflow

A

The attempting to store a number that is too big for the data type

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9
Q

Integer roundoff

A

impression caused by limits of size of data types

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10
Q

Metadata

A

Data about data

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11
Q

Paterns

A

Recognizable forms in sets of data

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12
Q

Cleaning data

A

Making data uniform without changing its meaning

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13
Q

Scalabiliy

A

The capacity for a system to change in size and scale to meet new demands

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14
Q

Bias

A

the intentional or unintentional skewing of data to favor a particular results

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15
Q

Data compression

A

A reduction in the size of data transmitted or stored

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16
Q

Lossy Compression

A

A significant reduction in the number of bits stored or transmitted that only allows for an approximation of the original data

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17
Q

Lossless Compression

A

A reduction in the number of bits stored and transmitted that allows for the restoration of the original data.

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18
Q

Variables

A

An abstraction inside a program that can hold a value

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19
Q

Iteration

A

The process in which a part of an algorithm repeats until it meets a condition or for a fixed number of times, either of which is selected by the programmer or user

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20
Q

Boolean Expression

A

True or False.

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21
Q

List

A

A data type that holds a collection of values

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22
Q

Strings

A

A collection of alphanumeric characters

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23
Q

Abstraction

A

A way of hiding complexity

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24
Q

Application Program Interface (API)

A

Specifications for using a library’s procedures and understanding how they behave

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25
Q

Simulation Models

A

Collections of computer software that respond to real time input data to emulate a response that would resemble the real world

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26
Q

Algorithm Efficiency

A

How an algorithm performs with regards to both time and space

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27
Q

Assignment

A

The storing of a value to a variable

A=5

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28
Q

Sequencing

A

The outlining of each step of an algorithm in a specific order to solve a problem

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29
Q

Loops

A

Selections of code statements that need to be repeated more than once

30
Q

Data Types

A

A specified kind of information that is stored in a variable

31
Q

Procedures

A

A named group of programming code that performs a specific task

32
Q

Pseudocode

A

A way of describing an algorithm that is not the specific code of any language

33
Q

Procedural Abstraction

A

the calling of a function with only concern for the end result rather than how the code functions

34
Q

Random Number Generator

A

A program that picks a number at random from a range of values

35
Q

Algorithm

A

A clear, step-by-step, detailed computable set of instructions that returns a result in a finite amount of time

36
Q

Undecidable Problem

A

A problem that cannot be solved using an algorithm

37
Q

Heuristic

A

An algorithm that finds an approximate solution rather than an exact solution

38
Q

Libraries

A

A collection of precompiled procedures that can be used by other programs

39
Q

Binary Search

A

A method of seeking an item in an ordered list through an integrated process of comparing the target to the middle item in the list

40
Q

Protocol

A

An agreed upon set of rules that specify the behavior of a system

41
Q

World Wide Web

A

A system of linked pages, programs, and files

42
Q

Internet Protocol

A

Any protocol governing the internet or other network

43
Q

Bandwidth

A

The maximum amount of data that can be sent over a particular computer network in a fixed amount of time

44
Q

Redundancy

A

Additional paths in a network to create fault tolerance

45
Q

Distributed Computing

A

A model in which multiple devices run a program

46
Q

Route

A

A sequence of directly connected computing devices between 2 computing devices on a computer network

47
Q

HTTP

A

A protocol used to interpret a webpage

48
Q

Transmission Control Protocol (TCP/IP)

A

A internet protocol in which packets are repeatedly sent until receipt is confirmed

49
Q

Routing

A

The process of finding a path from sending to receiver

50
Q

Fault Tolerance

A

The ability of a network to find a different path between a sender and a receiver

51
Q

Parallel Computing

A

Breaking a program into smaller sequential operations using multiple processors

52
Q

Sequential Computing

A

A process in which programming instructions are processed one at a time

53
Q

Computing Innovations

A

A new method, product, or idea that requires a computer

54
Q

Digital Divide

A

The disparity between those who have access to technology and those who do not

55
Q

Artificial Intelligence

A

The development of a computing system capable of performing tasks that would otherwise rely on human intelligence

56
Q

Machine Learning

A

The ability of a computing system to train on data fed into software programs

57
Q

Personally Identifiable Information (PII)

A

Information about a person that you can use to uniquely identify them, such as medical, financial, or employment information

58
Q

Encryption

A

The process in which data is encoded into another form

59
Q

Crowdsourcing

A

The practice of obtaining input or information from a large number of people via the internet

60
Q

Citizen Science

A

Crowdsourcing in scientific research

61
Q

Intellectual Property

A

A product that is protected by unauthorized use by others

62
Q

Creative Commons

A

A not for profit organization that has various forms of license that can be used to protect original work from being plagiarized.

63
Q

Plagiarism

A

The copying of someone’s work and passing it off as one’s own

64
Q

Open Source

A

Software development that allows programmers and developers to access source code and to modify and improve the code as they see the need

65
Q

Cybersecurity (information Security)

A

The protection of a system from unauthorized or criminal use of a system

66
Q

Decryption

A

The process of converting a previously encrypted value to its original value

67
Q

What is MOD

A

The number leftover when you divide two numbers.

68
Q

What is 30 Mod 15

A

The “mod” operation refers to finding the remainder when a number is divided by another number. In this case, you are asked to find the remainder when 30 is divided by 15.

Since 30 is exactly divisible by 15 (30 / 15 = 2), there is no remainder. Therefore, 30 mod 15 equals 0.

69
Q

What are the typical uses of UDP and TCP

A

TCP is commonly used for applications that require reliable data transmission, such as email, file transfer, and web browsing.

UDP is commonly used for applications that prioritize speed and can tolerate some data loss, such as streaming media, online gaming, and voice over IP (VoIP).

70
Q

What is more reliable, TCP or UDP?

A

TCP ensures reliable data transmission by implementing error checking, retransmission of lost or corrupted packets, and proper sequencing of packets. This ensures that the receiver gets the data exactly as it was sent.

UDP, does not provide any built-in error checking or retransmission, making it less reliable for applications that require guaranteed delivery.

71
Q

What is faster, TCP or UDP?

A

Since UDP does not have error-checking or retransmission mechanisms, it is faster than TCP.

This makes it suitable for applications where speed is a priority, and occasional data loss is acceptable.

TCP, due to its built-in error checking and retransmission mechanisms, is slower but more suitable for applications that require reliable data transmission.

72
Q

What is a real-world example of “abstraction”

A

A car’s controls (steering wheel, pedals, buttons) provide a simplified interface for driving. The complex engine mechanics and electronics are hidden, letting drivers focus on the essential actions without knowing the technical details.

Other examples include a microwave and a watch. Both have simple interfaces hiding complex inner workings.