Essential vocab Flashcards

1
Q

Bit

A

the single unit of information

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2
Q

Byte

A

8 bits

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3
Q

Overflow Error

A

error representing a number that is too large.

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4
Q

Round-off Error

A

error representing a number that is too precise

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5
Q

Analog Data

A

values that change smoothly

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6
Q

Digital Data

A

data that changes discreetly through a set of possible values

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7
Q

Sampling

A

measuring the analog data at regular intervals

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8
Q

Lossless Compression

A

information not lost - this process is reversible.

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9
Q

Lossy Compression

A

some information is lost or thrown away - this process is not reversible.

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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

licenses that enable the free distribution of an otherwise copyrighted work.

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12
Q

Data Compression

A

reducing the number of bits needed to represent a piece of information

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13
Q

Open Access

A

online research output free of restrictions on access

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14
Q

Open Source

A

programs made freely available

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15
Q

Abstraction

A

Removing complexity

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16
Q

Computing Device

A

a machine that can run a program - (computers, tablets, servers, etc)

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17
Q

Computing System

A

a group of computing devices working together

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18
Q

Computing Network

A

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

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19
Q

Path

A

the series of connections between computing devices

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20
Q

Bandwidth

A

maximum amount of data that can be sent in a fixed amount of time

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21
Q

Protocol

A

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

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22
Q

IP Address

A

The unique number assigned to each device on the Internet.

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23
Q

Internet Protocol (IP)

A

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

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24
Q

Router

A

A type of computer that forwards data across a network

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25
Q

Redundancy

A

a system can continue to work even if individual components fail

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26
Q

Fault Tolerant

A

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

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27
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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28
Q

HTTP

A

HyperText Transfer Protocol - protocol for transmitting web pages over the Internet

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29
Q

Internet

A

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 are added.

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30
Q

Packet

A

chunk of data sent over a network

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31
Q

Packet Metadata

A

Informational data added to packets

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32
Q

Routing

A

finding a path from sender to receiver

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33
Q

UDP

A

fast transmission of information - minimal error checking

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34
Q

World Wide Web

A

a system of linked pages, programs, and files.

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35
Q

Router

A

computer that forwards data across a network

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36
Q

Digital Divide

A

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

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37
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).

38
Q

Scalability

A

handle a growing amount of work by adding resources to the system

39
Q

Redundant Networks

A

the network can continue to function in the event of slow downs or disconnections

40
Q

Sequential Programming

A

program statements run in order, from top to bottom

41
Q

Event Driven Programming

A

some program statements run when triggered by an event, like a mouse click
Comment: program documentation

42
Q

Development process

A

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

43
Q

Investigating

A

getting requirements, interviewing users about wanted functionality

44
Q

Designing

A

how the program will work or how users interact with it

45
Q

Prototyping

A

creating a model

46
Q

Testing

A

testing functionality of program

47
Q

Incremental Development Process

A

a design approach that breaks the problem into smaller pieces

48
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.

49
Q

Syntax Error

A

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

50
Q

Boolean Expression

A

evaluates to either true or false

51
Q

Concatenation

A

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

52
Q

Procedure

A

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

53
Q

Data abstraction

A

In programming a list is a form of data abstraction. Manages complexity in programs.

54
Q

Logic Error

A

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

55
Q

Simulations

A

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.

56
Q

Substring

A

part of an existing string

57
Q

Algorithm

A

a finite set of instructions that accomplish a task.

58
Q

Linear Search

A

checks each element of a list, in order, until the desired value is found

59
Q

Binary Search

A

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

60
Q

Reasonable Time

A

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

61
Q

Unreasonable Time

A

Algorithms with exponential or factorial efficiencies

62
Q

Heuristic

A

provides a “good enough” solution to a problem (traveling salesman)

63
Q

Undecidable Problem

A

no algorithm can be constructed to provide a yes-or-no answer

64
Q

Sequential Computing

A

programs run in order.

65
Q

Parallel Computing

A

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

66
Q

Distributed Computing

A

a model in which programs are run by multiple devices.

67
Q

Speedup

A

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

68
Q

Decision Problem:

A

a problem with a yes/no answer

69
Q

Optimization Problem

A

goal of finding the “best” solution among many

70
Q

Return

A

returns the flow of control to the point where the function was called

71
Q

Library

A

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

72
Q

API

A

Application Program Interface - specifications for functions

73
Q

Modularity

A

The subdivision into separate subprograms

74
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.

75
Q

Citizen Science

A

scientific research by individuals, whom may not be scientists

76
Q

Cleaning Data

A

a process that makes the data uniform

77
Q

Correlation

A

a relationship between two pieces of data

78
Q

Crowdsourcing

A

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

79
Q

Data bias

A

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

80
Q

Data filtering:

A

smaller subset of a data

81
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).

82
Q

Personally Identifiable Information (PII):

A

information about an individual

83
Q

Phishing

A

attempts to trick a user into providing personal information

84
Q

Keylogging

A

program to record every keystroke

85
Q

Malware

A

software intended to damage a computing system

86
Q

Rogue Access Point

A

wireless access point that gives unauthorized access to secure networks.

87
Q

Encryption

A

encoding messages to keep them secret

88
Q

Decryption

A

reverses encryption

89
Q

Symmetric Key Encryption

A

one key for both encryption and decryption.

90
Q

Public Key Encryption

A

pairs a public key for encryption and a private key for decryption.

91
Q

Multi-factor Authentication

A

requires at least two steps to unlock protected information

92
Q

Certificate authority

A

issue digital certificates that validate the ownership of encryption keys