Data Representation Flashcards

1
Q

How do computers store integer numbers?

A

Two’s compliment

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2
Q

How do computers store real numbers?

A

Floating Point Representation (FPR)

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3
Q

What is FPR made up of?

A

The mantissa (the significant figures of the number) and the exponent (which holds the power)

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4
Q

Explain how increasing the number of bits affect both the mantissa and the exponent

A

Increasing the number of bits assigned to the mantissa increases the ACCURACY an increasing the bits to the exponent increases the RANGE of numbers. Remember MARE

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5
Q

How is text stored in a computer?

A

Using a binary number code to represent each character

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6
Q

How many characters can ASCII represent?

A

2^7 = 128

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7
Q

How many characters can Unicode represent?

A

2^16 = 65536

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8
Q

What are bit-mapped graphics?

A

Bit-mapped graphics are where every pixel in a 2D grid is stored in memory as a bit or a group or bits.

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9
Q

What is the bit-depth?

A

It’s the number of bits required to store the colour of each pixel.

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10
Q

Describe resolution

A

The resolution is the size of pixels, commonly measured in dpi

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11
Q

What are vector graphics?

A

Vector graphics are where each object making up the image is stored in a list of attributes.

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12
Q

What do the attributes of vector graphics describe?

A

They will describe an object e.g. the centre X/Y co-ords, radius, line thickness, line depth

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13
Q

Give five differences between bit-mapped and vector graphics.

A
  • Bit-mapped graphics have larger storage requirements
  • Bit-mapped graphics are resolution dependent and will become pixelated when bigger
  • Bit-mapped graphics allow you to change individual pixels
  • Vector graphics allow you to isolate and change an individual object
  • Vector graphics allow you to layer objects in different orders
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14
Q

What is stereo sound?

A

Stereo sound will actually store samples for two waves

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15
Q

How is the sound quality determined?

A

By the sample rate and sample depth

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16
Q

How do you calculate file size?

A

No. of channels * sample depth * sample rate * time (seconds)

17
Q

How is uncompressed video stored?

A

As a sequence of still bit-mapped graphics

18
Q

What does the number of still graphics stored depend on?

A

The frame per second and the length of the video (seconds)

19
Q

How do you calculate file size?

A

Resolution * colour depth * frame rate * time (seconds)