top of page

Search CSNewbs

Search this site

304 results found with an empty search

  • Greenfoot Guide #4 | Remove Objects | CSNewbs

    Learn how to easily remove objects in Greenfoot in only two lines of code. Part 4 of the Greenfoot Tutorial for the Eduqas / WJEC GCSE 2016 specification. 4. Remove Objects Greenfoot Tutorial 1. Removing Objects Watch on YouTube: Open the editor for your main character . Underneath the if statements for using the arrow keys is where we type the removal code . If you have chosen a different collectible object, type the exact name of that class instead of Orange (e.g. Apples or Ants). 2. Add Danger to your Game Use the same code as you did earlier but change the class (instead of Orange. class I have chosen Sheep. class ). Time to code your main character to be removed if they are touched by the enemy objects ! Open the editor for your enemy class . The removal code is placed beneath the code you have already written. Check out the extension page if you want the game to stop when the main character is removed. < Part 3 - Random Movement Part 5 - Play Sounds >

  • 1.1 - Computational Thinking | OCR A-Level | CSNewbs

    Learn about the different parts of computational thinking including thinking abstractly, ahead, procedurally, logically and concurrently. Based on the OCR H446 Computer Science A-Level specification. Exam Board: OCR A-Level Specification: Computer Science H446 1.1 - Computational Thinking Watch on YouTube : Thinking Abstractly Thinking Ahead Thinking Procedurally Thinking Logically Thinking Concurrently Computational thinking is the process of approaching and solving problems in a logical , systematic way (like a computer would ) using techniques such as abstraction , decomposition , pattern recognition and algorithmic thinking . There are five categories of computational thinking you need to know. Thinking Abstractly Abstraction is the process of removing unnecessary detail so that a problem can be represented more simply . It helps programmers focus on the essential features of a task, reducing complexity and making solutions easier to design , understand and maintain . When programming , abstraction can be applied by simplifying real-world systems into models that contain only the information needed for solving the problem . Because abstractions leave out certain details , they always differ from reality , and it is important to understand which elements have been included , which have been excluded and why . YouTube video uploading soon Thinking Ahead Programs often make use of inputs and outputs to receive data from the user or another system and then return results or feedback. Many programs rely on preconditions - rules or requirements that must be met before a function or procedure runs correctly - to prevent errors and ensure reliable behaviour . Caching is a technique where previously calculated or frequently accessed data is stored temporarily so it can be retrieved more quickly . This improves performance but can use extra memory and risks becoming outdated if the cached data no longer matches the current state . Reusable program components , such as functions , procedures and modules , are important because they reduce duplication , make programs easier to maintain , and allow well-tested code to be used across multiple solutions . YouTube video uploading soon Thinking Procedurally Pseudocode , program code and flowcharts are ways of representing a sequence of steps in an algorithm , showing clearly the order in which instructions should be carried out . Sub-procedures (such as functions and procedures ) are used in programs to break complex tasks into smaller , reusable parts , making the code easier to understand , test , maintain and debug . A structure diagram is a visual representation that shows how a program is broken down into its main components and sub-components , helping programmers plan the overall design and understand how different parts of the program fit together . YouTube video uploading soon Thinking Logically Decisions are needed in computer programs so that the software can choose different actions based on the data it receives or the situation it is in , rather than always following the same sequence of instructions. These decisions are controlled by logical conditions - statements that evaluate to true or false - which determine which path the program will take; for example, if score > 100 might trigger a bonus feature only when the condition is true . Because decisions allow the program to branch , they directly affect the flow of execution , enabling different outcomes , repeated actions or alternative processes depending on the conditions met . YouTube video uploading soon Thinking Concurrently Concurrency means designing a program so that multiple tasks can be processed at the same time , rather than strictly one after another. Programmers need to identify which parts of a program can safely run concurrently - for example, independent calculations or background tasks - and which parts must wait for others to finish because they rely on shared data or sequential results . Concurrent processing can bring benefits such as faster performance , better use of multicore processors and improved responsiveness , but it also introduces drawbacks, including increased complexity and the need for careful coordination to avoid errors when tasks depend on one another . YouTube video uploading soon This page is under active development. Check here for the latest progress update. Q uesto's K ey T erms Computational Thinking: abstraction, thinking abstractly, thinking ahead, precondition, caching, reusable components, thinking procedurally, thinking logically, concurrency, thinking concurrently D id Y ou K now? Building a Lego set is a great example of both abstraction and decompostition . For example, the Eiffel Tower Lego set is an abstracted version of it is real-life counterpart condensed into 10,001 pieces . There are over 75 numbered bags inside the box to follow instructions step-by-step to construct the 4'11" model . A-Level Topics 2.1 - Programming Techniques

  • Greenfoot Guide #1 | World Setup | CSNewbs

    Learn how to start a new Greenfoot program and set up the world and actors ready for the next steps in creating a game. Part 1 of the Greenfoot Tutorial for the Eduqas/WJEC GCSE 2016 specification. 1. Setup & Populating the World Greenfoot Tutorial 1. Open Greenfoot This tutorial uses Version 2.4.2 which is the version students are given to use in the WJEC/Eduqas Component 2 exam . Click here for more information and how to download 2.4.2 . If you are using a more recent version the code should still work but the look of the program in the screenshots may be different. In the Component 2 exam of the 2016 WJEC/Eduqas specification you would skip ahead to the New Object Placements stage further down this page as the classes should be set up for you. Watch on YouTube: 2. New Scenario For a new project, click ' Scenario ' and then ' New '. If you are using a more recent version of Greenfoot select ' New Java Scenario '. Save this new project in a suitable location such as a folder named 'Greenfoot' . You may wish to save this project as ' SimpleGame ' or ' ExampleGame '. 3. Setup the MyWorld class The first thing to do is to create a subclass of World called MyWorld which becomes our background object. Right-click on the World class and select 'New subclass... ' Set the New class name to MyWorld . Choose any image from the 'backgrounds ' image category. I have chosen the 'cell.jpg ' image. Click the Compile button in the bottom right of the Greenfoot window to save the program . 4. Create the Main Character class Now to create a new class for the main character. Right-click on the Actor class and select 'New subclass... ' Give the new object an appropriate name and choose a relevant image . I have named my class 'Sheep ' and selected the sheep.png image. 5. Right-click on Actor and create two more classes: Collectable objects to pick up (e.g. my orange) An enemy character to avoid (e.g. my elephant) Don't forget to compile the program. Watch on YouTube: After creating your classes you must move them over to the game world. This is known as populating the world . 1. New Object Placements Right-click on your main character object and select the top option e.g. 'new Sheep()'. Drag your mouse to the world and click to drop it. Complete the following actions: Place 1 main character object. Place 5 collectible objects. Place 2 enemy objects. 2. Save the World Once you have populated your world with objects then right-click anywhere on the background and select 'Save the World '. This saves the positions of each object so that it won't reset every time you start a new game. You can close the MyWorld code that automatically opens when you save the world, we never add any code to this window. Part 2 - Movement (Arrow Keys) >

  • HTML Guide 9 - Colours & Fonts | CSNewbs

    Learn how to use the style tags in an HTML document to edit the background colour and font text and colour. 9. Style (Colours & Fonts) HTML Guide Watch on YouTube: Before you add any colours or font styles, you need to add tags. The style tags must be written within your head of your HTML document! Add them below your title tags: Add the

  • Python | Section 4 Practice Tasks | CSNewbs

    Test your understanding of selection (if statements) and operators (mathematical and logical). Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python - Section 4 Practice Tasks Task One: Spanish Numbers Create a very simple Spanish translation program. Let the user enter a number between one and four then print the Spanish word for that number using if , three elif s and else . One in Spanish is uno , two is dos , three is tres and four is cuatro . If they enter anything else print “I only know 1 to 4 in Spanish!” . Example solutions: Enter a number between 1 and 4: 3 tres Enter a number between 1 and 4: 5 I only know 1 to 4 in Spanish! Task Two: School Trip A school is organising a trip to Alton Towers . The coaches they are hiring can fit 45 people . Enter the total number of people going on the trip and work out how many coaches will be full (using integer division ) and how many people will be left over on a partly full coach (using modulo division ). Example solutions: How many people are going on the trip? 100 There will be 2 full coaches and 10 people on another coach. How many people are going on the trip? 212 There will be 4 full coaches and 32 people on another coach. Task Three: Driving Tractors There are different rules in the United Kingdom for what farmers at certain ages can drive . Ask the user to input their age and then output the relevant information below: Children under 13 cannot drive any tractors. A trained and supervised 13 to 15 year old can drive a low-powered tractor on private flat grass. 16 year olds with a provisional category F licence can drive tractors less than 2.45 metres wide. Young adults from 17 to 20 with the correct licence and training c an drive tracked vehicles that weigh less than 3,500kg. Adults over 21 years old , with the correct licence and training, can drive all types of tractor. Note: Always be safe around machinery in farms regardless of your age. Driving without adequate training and a licence is illegal. Example solutions: How old are you? 8 You cannot drive any type of tractor. How old are you? 13 If you are trained and supervised you can drive a low-powered tractor on private flat grass. How old are you? 19 With the correct licence and training you can drive tracked vehicles that weigh less than 3,500kg. Task Four: Avoid the Three Choose a category like planets , people in your class or months of the year. Secretly choose three of them . Ask the user to enter a word in your category. If they enter one of the three that you chose, they lose . Example solutions: I have secretly selected three months you must avoid! Enter a month of the year: April AHA! You chose one of the secret months, you lose! I have secretly selected three months you must avoid! Enter a month of the year: December Well done, you didn't choose one of my three! ⬅ 4c - Logical Opera tors 5a - Random ➡

  • 3.6 - 7 Layer OSI Model - Eduqas GCSE (2020 spec) | CSNewbs

    Learn about networking standards and the seven layers of the Open Systems Interconnected (OSI) model - Application, Presentation, Session, Transport, Network, Data Link and Physical. Based on the 2020 Eduqas (WJEC) GCSE specification. 3.6: 7-Layer OSI Model Exam Board: Eduqas Specification: 2020 What are networking standards? Networking standards are rules that allow computer systems to communicate across networks . Standards have been created to ensure devices can exchange data and work together . What is the 7-layer OSI Model? The OSI ( Open Systems Interconnection ) model is split into 7 layers . The model is used to visualise the different parts of a network as each of the seven layers has a specific role . Splitting a network design into layers is beneficial to programmers as it simplifies design , making it easier to modify and use . Each layer has a certain purpose and is associated with different protocols . The seven layers are explained below: 7 Allows humans and software applications to use the network e.g. browsers (HTTP /HTTPS ) and email (SMTP ) and file transfer (FTP ). 6 The purpose of the presentation layer is to display data in a standard format that other devices can accept and understand . 5 The session layer establishes a connection between computers allowing data to be sent between them. Data can be synchronised in each session to allow for efficient data transfer . 4 TCP breaks the data down into data packets . This layer makes sure the data is sent and received in the correct order and reassembled at the destination without errors. 3 IP is responsible for addressing and routing data packets . The optimal route for the data to take is calculated in this layer. Also known as the 'Internet Layer '. 2 Ethernet sets out the format of data packets . This layer handles transmission errors and passes data to the physical layer . 1 This layer converts the data packets into bits so they can be transferred across a physical connection using routers and switches . Q uesto's Q uestions 3.6 - 7-Layer OSI Model: 1a. What are networking standards ? [ 2 ] 1b. Describe why network designs are split into layers . [ 2 ] 2. Create a diagram similar to the one above and describe each layer of the OSI Model. [ 14 ] 3. Look at the statements below and name the layer that is being described: a. This layer ensures data packets are sent and received correctly. b. This layer checks for errors in transmission and sets out the data packet format. c. This layer displays data in a format that can be understood. d. This layer allows software like web browsers to interact with the network. e. This layer transfers bits across a connection using routers. f. This layer establishes a connection between computer systems. g. This layer uses addresses to ensure data packets take the correct route. [ 7 ] 3.5 - Protocols Theory Topics 3.7 - The Internet

  • Python | Extended Task 5 | CSNewbs

    Test your ability to create a more complex program in Python based on a given scenario. Perfect for students learning GCSE Computer Science in UK schools. Extended Task 5 Collection of Colours A new paint company , 'Sparkle and Shine Paint Schemes ' needs a program that can manage the different colours they sell to customers. They currently have a file with many different colours and want a program made with features to add, remove and list the different colours . For this task, you will need to create a document and include the following sections (with screenshots where appropriate): An introduction to explain the Purpose of your program . A List of Requirements for a successful program. Screenshots of your code (with comments in your code to show understanding). Testing – Create a plan to show how you will test your program and then explanations of any errors that you found and how they were fixed . An Evaluation of what worked, what didn’t, and how you met each of your requirements from your original list. Also, discuss further improvements that you could have made to improve your program. Reminders for this task: You will need to create a selection of options for the user to choose from. Subroutines and a while true loop may help. Section 10 will help you to open, write and read from files . Section 10c shows how to remove lines from a file. There are multiple ways to approach this program, and your solution might look different from the example. Break the problem down and focus on one part at a time. Example solution: Use a menu to select the different options using a command word. Download the colours file: Selecting Total will list the number of colours in the file. This should change whenever a new colour is added or one is removed . Selecting Add will allow the user to enter the name of a new colour to be added to the file . Selecting Letter will allow the user to enter a letter . All colours beginning with that letter should be displayed . Selecting Remove will allow the user to enter a colour to be removed from the file . Selecting Random will display a random colour from the file. Selecting End will stop the program. ⬅ Extended Task 4 (Vet Surgery) Extended Task 6 (Word Game) ➡

  • 1.4 - Internet Connections | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about methods of wired and wireless connections to transmit data on the internet, including satellite and bluetooth. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 1.4 - Internet Connections Exam Board: OCR Specification: 2016 - Unit 2 The internet i s a global network of interconnected networks . There are multiple methods of connecting to the internet . Wired Connections Copper Cables Copper cables are a cheaper type of wired internet connection that may be poorly insulated and therefore susceptible to electromagnetic interference . Copper cables are more likely to suffer from attenuation (network distortion ). However, they are malleable (easier to bend) and less likely to break than other cables such as fibre optic. They have a lower bandwidth - cannot transmit as much data at once - than fibre optic cables. Fibre Optic Cables Fibre optic cables are a very fast but expensive type of wired internet connection. Signals are transmitted as waves of light through a glass tube. Because of this fibre optic cables are not affected by electromagnetic interference and suffer less from attenuation . Fibre optic cables have a higher bandwidth - can transfer more data at one time - than copper cables but they are more fragile . Wireless Connections Bluetooth Bluetooth is a temporary short-range communication between devices within a limit of about 10 metres . For example, Bluetooth can be used to transfer audio files from one smartphone to another. The close proximity is a disadvantage but no other hardware is required for a connection. Microwave Microwave connections use radio waves to send signals across a large area via microwave towers . It can transmit a large amount of data but antennas must be in the line of sight of each other with no obstructions . Microwave connections are affected by bad weather , leading to higher chances of attenuation (network distortion ). Satellite Satellite networks use point-to-multipoint communication by using satellites above the Earth's atmosphere that receive a transmission and rebroadcast them back to Earth. Because of the distance between the communication device and the satellite (roughly 45,000 miles), there is a delay between data transmission and it being received. GSM / 5G GSM (Global System for Mobile communications ) is a technology for allowing mobile phones to connect to a network for calls and text messages. Advances in mobile technology are classified by generations such as 4G and 5G (the current generation). Each generation is generally faster, more secure and allows for new opportunities. Connection Characteristics When connecting to the internet there are several characteristics that a user must consider: Strength Range Latency Bandwidth Storage Capacity Contention Latency is the delay when sending data across a network. Bandwidth is the maximum amount of data that can be sent across a network at once . Contention refers to whether a network is dedicated ( uncontended ) or shared between users ( contended ). Q uesto's Q uestions 1.4 - The Internet: 1. Compare the differences between copper and fibre optic cables (possibly in a table) by the following features: a. Price b. Bandwidth c. Interference d. Attenuation e. Malleability / Fragility [2 each ] 2. Describe each of the different types of wireless connection . Try to list 1 advantage and 1 disadvantage of using each type. a. Bluetooth b. Microwave c. Satellite d. GSM / 5G [5 each ] 3a. State the 6 characteristics of a network. [6 ] 3b. Describe what is meant by the following characteristics : i. Latency ii. Bandwidth iii. Contention [1 each ] 1.3 - Access & Storage Devices Topic List 1.5 - WWW Technologies

  • Expansion Cards | Key Stage 3 | CSNewbs

    Learn about two important expansion cards that can be connected to the motherboard - graphics cards and sound cards - and how they work. Expansion Cards PCI slots What are expansion cards? Expansion cards are additional components that you plug into the motherboard’s expansion slots to add or enhance features . The slots are called PCI (on older computers ) or PCIe (on newer models ). Common types are graphics cards (video ), sound cards (audio ), network cards (internet ) and capture cards (streaming ). Graphics Card A graphics card processes images , videos and 3D graphics so they look smooth and realistic . It is used for gaming , video editing , 3D modelling and Virtual Reality (VR ). It has its own processor - the Graphics Processing Unit (GPU ) - and dedicated memory (VRAM ), so it doesn’t overload the CPU or RAM . Modern graphics cards can also handle tasks like artificial intelligence (AI ) and bitcoin mining . Graphics cards usually have a cooling system, like a fan , so it doesn't overheat. The graphics processing unit ( GPU ) is a chip that renders images and video. The graphics card has ports such as HDMI or DisplayPort to connect monitors or TVs. The PCIe connector allows the graphics card to slot onto the motherboard. Sound Card The DAC ( Digital-to-Analogue Converter ) converts digital data (1s and 0s) from the computer into analogue sound waves for speakers/headphones. The ADC ( Analogue-to-Digital Converter ) converts analogue input (like voice from a microphone) into digital data the computer understands. Jacks are small round sockets where you plug in audio devices like headphones, microphones, or speakers. The PCIe connector allows the sound card to slot onto the motherboard. A sound card improves the quality of audio input/output compared to the motherboard’s built-in sound . They are not needed by most users , because of the motherboard's built-in sound , but they are used by music production , gaming or professional audio work . It can support surround sound systems , high-quality microphones , and musical instruments using jacks (audio ports ). Integrated cards Built directly into the motherboard . Cheaper , uses less power and is good enough for basic tasks (e.g. web browsing , watching videos and office work ). Shares the computer’s RAM and processor (CPU ) instead of having its own . An example is integrated graphics on a laptop for browsing and schoolwork . Dedicated cards These are separate expansion cards (e.g. graphics card or sound card ) to connect to the motherboard 's PCIe slots . They usually have their own processor and memory (e.g. GPU & VRAM for graphics ). Much more powerful , ideal for gaming , video editing , 3D design or professional audio . Uses more power and costs more . KS3 Home

  • 1.2 - Designing Algorithms - OCR GCSE (J277 Spec) | CSNewbs

    Learn about designing algorithms including constructing pseudocode and flowcharts. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). Exam Board: OCR 1.2: Designing Algorithms Specification: J277 Watch on YouTube : Inputs, Processes & Outputs Structure Diagrams Pseudocode Flowcharts Writing Code in Exams Trace Tables What is an algorithm? An algorithm is a set of instructions , presented in a logical sequence . In an exam you may be asked to read and understand an algorithm that has been written. To prove your understanding you may be asked to respond by actions such as listing the outputs of the algorithm, correcting errors or identifying an error within it. Programmers create algorithm designs as a method of planning a program before writing any code. This helps them to consider the potential problems of the program and makes it easier to start creating source code. There are two main methods of defining algorithms are pseudocode and flowcharts . In exams , OCR will display algorithms in their own 'OCR Exam Reference Language '. Visit the Python section of CSNewbs ---> OCR Exam Reference Language Below is a list of all of the code concepts from the OCR J277 GCSE specification that you need to know , presented in OCR Exam Reference Language (OCR ERL ), which is how code will be presented in the paper two exam . The code below is NOT Python . There are several differences between OCR ERL and real high-level languages like Python or Java , especially in the 'String Handling ' section and with for loops . In an exam, you can write in OCR ERL or a programming language you have learnt. All code-related videos in the CSNewbs YouTube series for Paper 2 show both OCR ERL and Python side-by-side . Basic Commands Annotation // Comments are written using two slashes Assignment name = "Harold" age = 49 Constants and Global Variables constant tax = 15 global name = "Admin" Input / Output name = input ( "Enter your name") print ("Transaction Complete") Casting str (29) int ("102") float (30) bool ("False") Random Number number = random (1,100) Selection Selection (if - then - else) if firstname == "Steven" then print("Hello" + firstname) elif firstname == "Steve" then print("Please use full name") else print("Who are you?") end if Selection (case select) switch day: case “Sat”: print(“It is Saturday”) case “Sun”: print(“It is Sunday”) default : print(“It is a Weekday”) endswitch Iteration Iteration (for loop) for i = 1 to 10 step 1 input item next i Iteration (while loop) while firstname ! = "Steven" firstname = input("Try again:") endwhile Iteration (do while loop) do firstname = input("Guess name:") until firstname == "Steven" String Handling Length of a String word = "dictionary" print(word.length ) outputs 10 Substrings word = "dinosaurs" print(word.substring (2,3)) outputs nos print(word.left (3)) outputs din print(word.right (4)) outputs aurs Concatenation name = "Penelope" surname = "Sunflower" print(name + surname) String Cases phrase = "The Cat Sat On The Mat" print(phrase .lower ) print(phrase .upper ) ASCII Conversion ASC ("C") returns 67 CHR (100) r eturns "d" File Handling File Handling - Reading Lines file1 = open ("Customers.txt") while NOT file1.endOfFile() print(file1.readLine() ) endwhile file1.close() File Handling - Writing to a (New) File newFile ("paint.txt") file2 = open ("paint.txt") paint = input("Enter a paint colour:") file.writeLine (paint) file2.close() Arrays Declare Array array names[3] array names = "Ella", "Sam", "Ali" Declare 2D Array array grid[4,5] Assign Values names[2] = "Samantha" grid[1,3] = "X" More Programming Keywords Connecting strings together using the + symbol is called concatenation . Extracting certain parts of a string (e.g. using .substring() ) is called slicing . An if statement within an if statement or a loop within a loop is called nesting . Flowcharts A flowchart can be used to visually represent an algorithm. It is more likely you will need to be able to interpret a flowchart rather than draw one. The flowchart symbols are: The terminator symbol is also known as a terminal . Algorithm Examples Below are two different methods for representing the same algorithm - a program to encourage people to buy items cheaply at a supermarket. The program allows the price of items in a supermarket to be entered until the total reaches 100. The total price and the number of items entered are tracked as the program loops. Once the total reaches 100 or more, an if statement checks how many items have been entered and a different message is printed if there are 20 or more items, 30 or more items or less than 20 items. Pseudocode // This is a program to see how many items you can buy in a supermarket before you spend over £100} total = 0 itemsentered = 0 while total < 100 itemprice = input ("enter the price of the next item") total = total + itemprice itemsentered = itemsentered + 1 endwhile if itemsentered >= 20 then print ("You are on your way to saving money.") elif itemsentered => 30 then print ("You're a real money saver.") else print ("Look for better deals next time.") endif Flowchart Reading Algorithms In an exam you may be asked to read an algorithm and prove your understanding , most commonly by listing the outputs . Start from the first line and follow the program line by line , recording the value of variables as you go . When you encounter a for loop , repeat the indented code as many times as stated in the range . Example Algorithm: procedure NewProgram() maxvalue = input() for i = 1 to maxvalue output (i * i) ??????? print("program finished") endprocedure Example Questions: 1. List the outputs produced by the algorithm if the 'maxvalue' input is 5 . 2. State the code that has been replaced by '???????' and what the code's purpose is. Example Answers: 1. Outputs: 1 4 9 16 25 program finished 2. Missing Code: next i Purpose: Moves the loop to the next iteration. Watch on YouTube Structure Diagrams Structure diagrams display the organisation (structure ) of a problem in a visual format , showing the subsections to a problem and how they link to other subsections . The noughts and crosses structure diagram below has subsections in light yellow. Each subsection could be coded by a different person . Structure diagrams are different to flowcharts (those show how data is input, processed and output within a program or system). You may be asked in an exam to draw or fill in a simple structure diagram . Trace Tables Trace tables are used to track the value of variables as a program is run . They can be used to manually track the values in order to investigate why the program isn't working as intended . Each row in the trace table represents another iteration . Each column stores the value of a variable as it changes. See below how the trace table is updated for the simple algorithm on the left. num1 = 2 num2 = 5 for i = 1 to 3 output (num1 + num2) num2 = num2 - 1 next i print("complete") For most algorithms, not every variable will be updated in each iteration . Values may not be entered in the order of the trace table either. For example, each iteration outputs num1 + num2 and then decreases the value of num2 by 1. Q uesto's Q uestions 1.2 - Designing Algorithms: 1. What is the definition of an algorithm ? Name two ways an algorithm can be designed . [ 3 ] 2. Using a high-level programming language such as Python , or the OCR Exam Reference Language , write an algorithm that inputs 6 decimal numbers and outputs the total , largest , smallest and average values. [ 8 ] For example, entering 3.1 , 5.3 , 2.3 , 5.4 , 2.9 and 4.4 would output 23.3 (total), 5.4 (largest), 2.3 (smallest) and 3.9 (average). 3. Draw and label the flowchart symbols . [ 6 ] 4. What is the purpose of a structure diagram ? [ 2 ] 5. Create a trace table for the NewProgram() algorithm in the Reading Algorithms section on this page. [ 7 ] 1.1 - Computational Thinking Theory Topics 1.3 - Searching & Sorting

  • Python | 7a - Procedures | CSNewbs

    Learn how to create and use procedures in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 7a - Procedures Subroutines A subroutine is a section of code that can be re-used several times in the same program. It is separate from the main code and has to be ‘called’ upon. Subroutines are designed to be repeated, and they have three key benefits: Subroutines make programs easier to read . They reduce the duplication of code . Complex problems are broken down into smaller chunks . There are two types of subroutines: procedures and functions . A procedure just executes commands , such as printing something a certain number of times. A function produces information by receiving data from the main program and returning a value to the main program. For example, a function could take the radius of a sphere from the main program, calculate a sphere’s area and return the value of the area to the main program. A function generally requires parameters to work – these are the values to be transferred from the main program to the subroutine. Procedures A procedure i s a type of subroutine that runs independently of the main program . A subroutine must be defined at the top of the program before the main code by typing def and the name of the subroutine . In the example below I have created a procedure to calculate the multiplication of two numbers and a separate procedure for the division. The main program starts beneath the subroutines , against the left side of the editor. I have created a while true loop that asks the user if they want to multiply, divide or stop the program. If they choose to multiply, the multiply subroutine is called . This initiates that subroutine then returns to the main program when it is complete. If they choose to divide, the divide subroutine is called instead. Typing stop will break (end) the loop. Here you can see the two parts of the program put together. Subroutines must be written first , with the rest of the program underneath. Subroutines can be called in any order . Below I have run the program and divided then multiplied before breaking the loop: Practice Tasks 1 1. Create a procedure called hello that just prints “Hello there! ”. In the main program create a for loop that calls the procedure 10 times. You must use a procedure. 2. Create a program with two procedures. The addition procedure allows the user to add two numbers together. The subtraction procedure allows the user to take a number away from another. Use a while true loop in the main program and a break to stop the loop. Example solution for #1: Local & Global Variables Programming languages use local variables and global variables . A global variable can be used anywhere in the program . A local variable can only be used in the subroutine it is created in . I have adapted the multiply / divide program below to use global variables by stating the global command and the name of the variables in each subroutine. This allows me to ask the user to enter numbers in the main program. Practice Tasks 2 1. Adapt your addition / subtraction program from the first practice task section to use global variables. 2. Create a program that asks the user to enter their name in the main program. Call a subroutine that greets the user using the name variables. You must use a procedure and a global variable . Example solution for #2: ⬅ Section 6 Practice Tasks 7b - Functions ➡

  • HTML Guide 7 - Head Tags | CSNewbs

    Learn about the tags in the head section of an HTML document including the title and meta tags. 7. Head Tags HTML Guide Watch on YouTube: Remember that all HMTL documents are split into the head and the body. The following tags must be typed inside of your head tags . title Title The title is not the main heading. The title is the page title itself that you can see at the tab at the top of your web browser. Add a title to your web page. metadata Metadata Metadata is information about the web page itself. This commonly includes data about the author, the page's contents and any keywords. Metadata will not appear on the actual web page . Add meta data tags between your head tags for author, keywords and a description. The meta tag is made up of a name and content . Author represents who created the web page. Keywords are commonly used words. Description is used for displaying search engine results (such as a Google search). Next it is time to embed YouTube videos into your web page. 6. Organisation Tags HTML Guide 8. Videos

© CSNewbs 2026

The written, video and visual content of CSNewbs is protected by copyright. © 2026
bottom of page