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  • 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 - The CPU | OCR A-Level | CSNewbs

    Explains the components of the CPU, the different registers, buses, how the FDE cycle works, CPU performance factors, pipelining, Von Neumann architecture and Harvard architecture. Based on the OCR H446 Computer Science A-Level specification. Exam Board: OCR A-Level 1.1 - Structure and Function of the Processor Specification: Computer Science H446 Watch on YouTube : CPU components Registers Buses The FDE cycle CPU performance Pipelining Von Neumann vs Harvard Contemporary architecture The Central Processing Unit ( CPU ) is the most important component in every computer system. The purpose of the CPU is to process data and instructions by constantly repeating the fetch-decode-execute cycle . In this cycle, instructions are fetched from RAM and transferred into the registers of the CPU to be decoded and executed . CPU Components The CPU has three key components : The control unit directs the flow of data and instructions inside the CPU and manages the FDE cycle , especially decoding instructions . The arithmetic logic unit ( ALU ) performs all arithmetic calculations and logical operations inside the CPU . Registers are small , ultra-fast storage locations that temporarily hold data , instructions or addresses during processing . The CPU also contains cache memory , which is temporary storage space for frequently accessed data . Registers A register is a small storage space for temporary data , instructions or addresses in the CPU . Each register has a specific role in the FDE cycle : The Program Counter ( PC ) stores the memory address of the next instruction to be fetched from RAM . The Memory Address Register ( MAR ) stores the memory address currently being accessed , which may be an instruction or data . The Memory Data Register ( MDR ) stores the data that is transferred from RAM to the CPU . The Current Instruction Register ( CIR ) stores the instruction that has been fetched from RAM . The Accumulator ( ACC ) stores data currently being processed and the result of calculations or logical operations made by the ALU . Buses Data and signals are transmitted between components across internal connections called buses . There are three types of computer bus : The data bus transmits data and instructions between the CPU , memory and other components such as input/output devices . It is bidirectional (data is sent both ways ). The address bus transmits the location in memory that the CPU is accessing . It is unidirectional (one-way ) from the CPU to RAM . The control bus transmits control signals (e.g. 'read ' or 'write ') from the CPU to coordinate other components . It is bidirectional . The FDE Cycle In the Fetch Decode Execute (FDE ) cycle , instructions are fetched from RAM , then decoded (understood) and executed (processed) in the CPU . This cycle is performed by the CPU millions of times every second using the registers and buses explained above. This cycle is how the CPU processes data and instructions for each program or service that requires its attention . CPU Performance The performance of the CPU is affected by three main factors : Clock speed is t he number of cycles per second , so a higher clock speed means more instructions can be executed per second . The number of cores is important as more cores allow a CPU to carry out multiple instructions simultaneously , improving multitasking and parallel processing . Cache memory is small and very fast memory inside the CPU that stores frequently used instructions , reducing the time needed to access RAM . Pipelining Pipelining is the concurrent processing of multiple instructions . An instruction can be fetched while another is decoded and another is executed . This overlapping of instructions increases the overall speed of program execution . Computer Architecture Computer architecture refers to the design and organisation of a system’s components and how they interact . There are two types of architecture to know: Von Neumann architecture uses a single main memory (RAM ) that stores both program instructions and data . This means instructions and data travel along the same buses , which can cause a bottleneck (congestion ). Harvard architecture separates the storage of program instructions and data into two different memory locations . This allows instructions and data to be fetched at the same time , improving performance . You also need to know about c ontemporary (modern) architecture , which includes features such as onboard ( integrated ) graphics , performance boosting mode , out-of-order execution and virtual cores . Q uesto's K ey T erms Components of the CPU: control unit (CU), arithmetic logic unit (ALU), registers, cache memory Registers: program counter (PC), memory address register (MAR), memory data register (MAR), current instruction register ( CIR), accumulator (ACC) Buses: data bus, address bus, control bus, unidirectional, bidirectional FDE Cycle: fetch stage, decode stage, execute stage CPU Performance: clock speed , number of cores , cache memory Pipelining: pipelining Computer architecture: Von Neumann, Harvard, contemporary D id Y ou K now? The Apollo Guidance Computer ( AGC ) for NASA's Apollo 11 mission , when humans first set foot on the moon , had a CPU clock speed of about 1 megahertz - slower than many GCSE-level calculators used today. A-Level Topics 1.2 - Types of Processor

  • OCR CTech IT | Unit 1 | 2.7 - Protocols | CSNewbs

    Learn about the different protocols used to transfer data across a network, including TCP/IP, FTP, SMTP and Ethernet. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification. 2.7 - Protocols Exam Board: OCR Specification: 2016 - Unit 1 What is a protocol? A protocol is a set of rules that allow devices on a network to communicate with each other . Protocols to Transfer Data: TCP / IP / UDP TCP ( Transmission Control Protocol ) breaks data down into small packets to be transferred across a network and reorders them back into the original data at the destination . TCP checks for errors when sending data packets, which makes it slower than UDP for data transfer, but it guarantees that no packets have been lost on the way. IP ( Internet Protocol ) is in charge of routing and addressing data packets to ensure data is transferred across networks to the correct destination . It is also an addressing system - every device on a network is given a unique IP address . TCP and IP are often used together to transfer data across the internet. UDP ( User Data Protocol ) is a faster alternative to TCP for transferring data. It is used where low latency ('low lag') is important, such as online gaming and video chat . However, UDP does not automatically check for errors so packets are more likely to be lost or received out of order . HTTP is a protocol that can be used to transfer web pages on the world wide web so that users can view them in a web browser . All URLs start with either HTTP or HTTPS (e.g. https://www.csnewbs.com ). HTTPS is a more secure version of HTTP that works with another protocol called SSL (Secure Sockets Layer ) to transfer encrypted data . You should see a padlock symbol in the URL bar if your connection to that website is secure. HTTP/HTTPS (Hyper Text Transfer Protocol) FTP (File Transfer Protocol) FTP ( File Transfer Protocol ) is used to transfer files across a network. It is used most often to upload or download files to/from a file server . ICMP ( Internet Control Message Protocol ) collects network status information (such as router errors) and is used for troubleshooting . SNMP ( Simple Network Management Protocol ) is a protocol that records network statistics , such as router usage . Network Management Protocols Email Protocols SMTP ( Simple Mail Transfer Protocol ) is a protocol used to send emails to a mail server and between mail servers . POP ( Post Office Protocol ) is for downloading and storing emails from a mail server. TCP/IP Protocol Stack The TCP/IP protocol stack is a model split into 4 layers . The model is used to visualise the different parts of a network as each of the four 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 . 4 Allows humans and software applications to use the network e.g. browsers (HTTP /HTTPS ), email (SMTP / POP ), file transfer (FTP ) and network management (SNMP ) applications. 3 TCP breaks the data down into data packets . This layer makes sure the data is sent and received in the correct order and reordered at the destination without errors. UDP can also be used for faster , but less reliable , data transfer . 2 The network layer is also known as the ' Internet Layer '. IP is responsible for addressing and routing data packets . The optimal route for the data to take is calculated in this layer. ICMP may be used here for network monitoring . 1 This layer handles transmission errors and passes data to the physical hardware such as routers . It also sets out the final format of data packets . Q uesto's Q uestions 2.7 - Protocols: 1. Describe each of the following protocols . Also, state the protocol's full name and draw an icon or diagram for each: a. TCP b. IP c. UDP d. HTTP & HTTPS e. FTP f. ICMP g. SNMP h. SMTP i. POP [1 each ] 2. State which protocol would be used in the following scenarios: a. Transferring a music file to a friend over the internet. b. Sending an email to a friend in Japan. c. Checking for errors on a network. d. Having a video call with a colleague in London. e. Receiving an email from the bank. f. Watching a video on YouTube. g. Checking the statistics of usage on a network [1 each ] 3. Summarise each layer of the TCP/IP stack and identify the protocols used in each layer . [ 8 ] 2.6 - Software Troubleshooting Topic List 3.1 - Server Types

  • 1.2 - CPU Performance - OCR GCSE (J277 Spec) | CSNewbs

    Learn about the three factors that affect computer performance - cache memory, clock speed and the number of cores. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 1.2: CPU Performance Exam Board: OCR Specification: J277 Watch on YouTube : Clock Speed Cache Memory Number of Cores The performance of a computer system is affected by three main factors: Cache Memory What is cache memory? Cache memory is temporary storage for frequently accessed data . How does cache memory improve performance? Cache memory is closer to the CPU than RAM , meaning that it can provide data and instructions to the CPU at a faster rate . A computer with more cache memory (e.g. 8GB instead of 4GB) should have a higher performance because repeatedly used instructions can be stored and accessed faster . What is the limitation of cache memory? Cache memory is costly, so most computers only have a small amount . Clock Speed What is clock speed? Clock speed is the measure of how quickly a CPU can process instructions . Clock speed is measured in Gigahertz (GHz) . A typical desktop computer might have a clock speed of 3.5 GHz . This means it can perform 3.5 billion cycles a second . How does clock speed improve performance? The faster the clock speed, the faster the computer can perform the FDE cycle resulting in better performance because more instructions can be processed each second . How does overclocking and underclocking affect performance? Default clock speed: 3.5 GHz Underclocking Overclocking 3.9 GHz 3.1 GHz Overclocking is when the computer's clock speed is increased higher than the recommended rate. This will make the computer perform faster, but it can lead to overheating and could damage the machine . Underclocking is when the computer's clock speed is decreased lower than the recommended rate. This will make the computer perform slower but will increase the lifespan of the machine . Number of Cores What is a core? A core is a complete set of CPU components (control unit, ALU and registers). Each core is able to perform its own FDE cycle . A multi-core CPU has more than one set of components within the same CPU. How does the number of cores improve performance? In theory, a single-core processor can execute one instruction at a time , a dual-core processor can execute two instructions, and a quad-core can execute four instructions simultaneously . Therefore, a computer with more cores will have a higher performance because it can process more instructions at once . What are the limitations of having more cores? If one core is waiting for another core to finish processing, performance may not increase at all. Some software is not written to make use of multiple cores , so it will not run any quicker on a multi-core computer. Q uesto's Q uestions 1.2 - CPU Performance: Cache Size & Levels 1a. What is cache memory ? [ 2 ] 1b. Describe two ways that more c ache memory will mean performance is higher . [ 4 ] 1c. Explain why most computers only have a small amount of cache memory. [ 1 ] Clock Speed 2a. What is clock speed ? What is it measured in? [ 2 ] 2b. Explain how a higher clock speed improves performance . [ 2 ] 2c. Explain the terms 'overclocking ' and 'underclocking ' and explain the effects of both on the performance of a computer. [ 4 ] Number of Cores 3a. What is a core ? [ 2 ] 3b. Explain why a quad-core processor should have a higher performance than a dual-core processor . [ 3 ] 3c. Explain two reasons why having more cores doesn't necessarily mean the performance will be better . [ 2 ] 1.1b - Registers & FE Cycle 1.3 - Embedded Systems Theory Topics

  • 6.1 - Job Roles | F160 | Cambridge Advanced National in Computing AAQ

    Learn about the responsibilities of job roles such as an application designer, mobile application designer, project manager, systems analyst, systems designer, user experience designer (UXD) and user interface designer (UID). Based on Unit F160 (Fundamentals of Application Development) for the OCR Cambridge Advanced National in Computing (H029 / H129) (AAQ - Alternative Academic Qualification). Qualification: Cambridge Advanced National in Computing (AAQ) Unit: F160: Fundamentals of Application Development Certificate: Computing: Application Development (H029 / H129) 6.1 - Job Roles Watch on YouTube : Job roles Developing a new application is rarely a solo project and often involves a team working together . There are seven specific job roles for application development you need to know, from application designer to user interface designer (UID ). For each job role , you must understand its main responsibilities and how it contributes to software application development . Job Roles Application Designer Application designers create the blueprint that guides developers , ensuring the software performs required tasks efficiently and logically . They design the structure and layout of software applications . Mobile Application Designer Mobile application designers ensure the software is suitable and user-friendly on mobile devices . They design apps specifically for mobile platforms (e.g. iOS or Android ) with touch-semsitive interfaces and responsive design . Project Manager Project managers keep the project organised , on track and within budget , making sure all team members work efficiently towards the same goals . They must be organised to effectively plan and oversee the entire software development process . Systems Analyst Systems analysts ensure the final software solves the right problems by fully understanding what users and businesses actually need . They gather and analyse user requirements and identify possible improvements or new system solutions . Systems Designer Systems designers provide the technical structure of the system , ensuring it functions correctly and efficiently under real-world use . They translate requirements into detailed system designs and specify data structures . User Experience Designer (UXD) UXDs ensure the software is pleasant and efficient to use, increasing user satisfaction and reducing errors or frustration . They focus on how users interact with the application and research user behaviour through testing and feedback . User Interface Designer (UID) UIDs make the application visually appealing and easy to navigate , supporting a good first impression and smooth interaction . They design the visual elements including the style of buttons , menus , icons and overall layout . Q uesto's Q uestions 6.1 - Job Roles: 1. Explain how UXDs and UIDs can work together to design applications . [5 ] 2. Describe how systems analysts contribute to application development . [4 ] 3. Describe the responsibilities of two other roles not mentioned in Q1 or Q2 . [ 6 ] There were estimates of about 6,000 developers working together across Rockstar's global video game studios to make Grand Theft Auto VI . D id Y ou K now? 5.3 - HCI Designs & Diagrams Topic List 6.2 - Communication Skills

  • Python | Section 5 Practice Tasks | CSNewbs

    Test your understanding of imported commands in Python including random and time. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python - Section 5 Practice Tasks Task One: Random Numbers Ask the user to input 4 different numbers . Put the four variables in a list with square brackets and use the choice command from section 5a to randomly select one. Example solutions: Enter number 1: 10 Enter number 2: 20 Enter number 3: 30 Enter number 4: 40 The computer has selected 30 Enter number 1: 2023 Enter number 2: 2024 Enter number 3: 2025 Enter number 4: 2026 The computer has selected 2026 Task Two: Logging In You will make a program for logging into a system. Print a greeting then ask the user for their name . Wait 2 seconds then print a simple login message with the user’s name . Then print the current time (current hour and minute ). Example solutions: Welcome to Missleton Bank Please enter your name: Steve Steveson Logging you in Steve Steveson The time is 08:02 Welcome to Missleton Bank Please enter your name: Gracie Jones Logging you in Gracie Jones The time is 15:53 Task Three: Random Wait Generate a random number between 3 and 10 to represent seconds . Print this number then print the current hour, minute and second . Wait for the random number of seconds then print the current time again. Example solutions: The random wait will be 6 seconds. The time is 08:17:57 The time is 08:18:03 The random wait will be 3 seconds. The time is 08:21:39 The time is 08:21:42 Task Four: Independence Checker Create a program that displays how many days three specific countries have been independent for. The user will choose either Fiji , Samoa or Australia and the difference between today's date and the day they become independent will be displayed. Fiji became independent on 10th October 1970 . Samoa became independent on 13th December 1962 . Australia became independent on 1st January 1901 . Use the 'Today's Date ' and 'Between Dates ' parts of Section 5c to help you get today's date , make the other three dates and find the difference . Making Samoa's independence date would be samoadate = date(1962,12,13) for example. Example solutions: Enter FIJI, SAMOA or AUSTRALIA to check how long it has been independent for: AUSTRALIA Australia has been independent for 44822 days. Enter FIJI, SAMOA or AUSTRALIA to check how long it has been independent for: FIJI Fiji has been independent for 19338 days. Task Five: Square Root Create a program that asks the user to enter a whole number . Calculate the square root of the number. Round the answer down to the nearest whole number using the floor command. Example solutions: Enter a number: 156 The rounded down square root is 12 Enter a number: 156 The rounded down square root is 12 ⬅ 5e - More Librarie s 6a - For Loops ➡

  • 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

  • 2.1 - Data Formats & Types | F161 | Cambridge Advanced National in Computing | AAQ

    Learn about data formats such as ASCII, Unicode, CSV, fixed-width, JSON and XML and data types, including Boolean, character, date, integer, real and string. Resources based on Unit F161 (Developing Application Software) for the OCR Cambridge Advanced Nationals in Computing (H029 / H129) AAQ (Alternative Academic Qualification). Qualification: Cambridge Advanced Nationals in Computing (AAQ) Certificate: Computing: Application Development (H029 / H129) Unit: F161: Developing Application Software 2.1 - Data Formats & Types Watch on YouTube : Data Formats Data Types You need to know the characteristics , uses , advantages and disadvantages of six data formats (ASCII , Unicode , CSV , fixed-length , JSON and XML ). You also need to know the characteristics , uses , advantages and disadvantages of six data types (Boolean , character , date , integer , real and string ). What You Need to Know Data Formats ? YouTube video uploading soon Data Types ? YouTube video uploading soon Q uesto's Q uestions 2.1 - Data Formats & Types: 1. What? [2 ] 2. What? [1 ] 3. What? [1 ] 4. What? [1 ] ? D id Y ou K now? 1.3 - Storage Topic List 2.2 - Data Flow

  • HTML Guide 8 - Videos | CSNewbs

    Learn how to easily embed a video from YouTube into an HTML web page. 8. Videos HTML Guide Watch on YouTube: Embedding a video from YouTube into your web page is very easy. YouTube Videos Find an appropriate video on YouTube and click the Share button underneath the video. Next, click the Embed option. Embed a video onto your web page. Copy the HTML code that is displayed on your screen and paste it directly into your HTML document. Next you can customise your web page with a background colour and different font styles. 7. Head Tags HTML Guide 9. Colours & Fonts

  • Assembly Language | CSNewbs

    Learn about key mnemonics used in assembly language and how very simple programs can be created. Assembly Language Assembly language is a low-level programming language - it is closer to machine code (binary) than high-level programming languages like Python. Assembly language uses mnemonics (abbreviations of commands) to signify instructions; for example, input is written as INP and output is written as OUT . Little Man Computer is a representation of assembly language . This simulator will help you understand assembly language and allow you to check if your instructions are correct. Assembly Language Mnemonics INP (Input) INP is used to input a number . The number is temporarily stored in the accumulator . OUT (Output) OUT is used to output the number currently stored in the accumulator . STA (Store) STA stores the value that is currently in the accumulator . It can be used to assign a value to a variable. ADD (Addition) ADD is used to add a number to the value currently stored in the accumulator. SUB (Subtraction) SUB takes away a number from the value currently stored in the accumulator. LDA (Load) LDA is used to load the value of a stored variable back into the accumulator . BRZ (Branch if Zero) BRZ is used to loop only if the value in the accumulator is currently 0 . BRP (Branch if Positive) BRP is used to loop only if the value in the accumulator is currently positive (including 0). BRA (Branch Always) BRA is used to loop continuously . HLT (Halt) HLT will stop running the program . Every program MUST have a HLT command. DAT (Data Definition) DAT must be used to define a variable name (and / or set it with a starting value). Data definitions must be written at the end of the instructions . Peter Higginson's Little Man Computer simulation Examples of Simple Assembly Language Programs #1 - Input & Output Program Purpose: Input a number, store the number as a variable called Number1 and output the number. 1. Lets the user input a number 3. Outputs the value in the accumulator - which will be the number that was just inputted. 5. Defines a variable called 'Number1'. This has to be at the end of the program and you must write the variable name first, not the command first. INP STA Number1 OUT HLT Number1 DAT 2. Stores the number in a variable named 'Number1' - there must be no spaces in a variable name. 4. Halts (stops) the program. Type these instructions line by line into the Little Man Computer simulator to see how it works. #2 - Addition Program Purpose: Input and store two numbers. Add them together. Output the total. 1. Lets the user input a number 3. Lets the user input another number 5. Adds number1 to the value in the accumulator (which is currently number2 as you just inputted it). 7. Halts the program. Type these instructions line by line into the Little Man Computer simulator to see how it works. Then change the program to subtract the number instead. INP STA Number1 INP STA Number2 ADD Number1 OUT HLT Number1 DAT Number2 DAT 2. Stores the inputted number in a variable named 'Number1'. 4. Stores the inputted number in a variable named 'Number2'. 6. Outputs the value in the accumulator (which is now number1 added to number2. 8. & 9. The two variables Number1 and Number2 are defined on separate lines. #3 - Load in Order Program Purpose: Input and store three numbers. Load and output them in the order that they were entered. 1. - 6. Lets the user input three numbers and immediately stores each one as they are entered. 8. Now that Number1 has been loaded into the accumulator, this value is outputted. 13. Halts the program. Type these instructions line by line into the Little Man Computer simulator to see how it works. Let the user input a fourth number and output this fourth number last . INP STA Number1 INP STA Number2 INP STA Number3 LDA Number1 OUT LDA Number2 OUT LDA Number3 OUT HLT Number1 DAT Number2 DAT Number3 DAT 14. - 16. The three variables Number1, Number2 & Number3 are defined on separate lines. 9. - 12. Number2 is loaded and output then Number3 is loaded and output 7. Once all three numbers have been inputted and stored, the first number is loaded back into the accumulator. #4 - Branching Program Purpose: Input and store two numbers. Output the largest number. (Branching required). 1. - 4. Lets the user input two numbers and immediately stores each one as they are entered. 7. BRP is 'Branch is Positive'. If the result of Number1 - Number2 is positive then the program will jump to line 11. You can write any value instead of 'loop', such as 'jump' or 'break'. If the result is not positive it will continue to the next line. 11. - 13. The program will jump to line 11 if the result of Number1 - Number2 is positive. This means that Number1 is larger than Number2 so Number1 is loaded and output then the program is halted. INP STA Number1 INP STA Number2 LDA Number1 SUB Number2 BRP loop LDA Number2 OUT HLT loop LDA Number1 OUT HLT Number1 DAT Number2 DAT 5. & 6. Loads Number1 and subtracts Number2 from it. 8. - 10. The program will continue to line 8 if the result of Number1 - Number2 is not positive. Because the result is a negative number, this tells us that Number2 is larger than Number1. So we load Number2, output it because it is bigger, then halt the program. 14. - 15. The variables Number1 & Number2 are defined on separate lines. Type these instructions line by line into the Little Man Computer simulator to see how it works. Change the program so that the smallest number is output .

  • Key Stage 3 Python | Variables | CSNewbs

    The first part of a quick guide to the basics of Python aimed at Key Stage 3 students. Learn about comments and printing. Python - #2 - Variables 1. Number Variables A variable is a value that can change . Imagine there are 20 biscuits in a jar. Then I eat one. Now there are only 19. You must state what the value of a variable is before it is used . e.g. biscuits = 20 Task 1 - Create a new Python program and save the file as 2-Variables.py Create a variable called sweets and give it the value 15. Then print sweets. Variable names cannot have spaces . You can use underscores if you want, e.g. num_of_eggs When you are printing variables, you don't put them in speech marks . Otherwise, it will print the variable name and not the value. 2. String Variables A string is a programming term for a collection of characters . When you are giving a variable a string value, it must be written in speech marks . Remember when you print the variable however, it is never printed in speech marks . Task 2 - Create a variable called name and give it the value of your name. Then print the name variable. 3. Using Variables in a Sentence When we have printed the variables so far, they have not been very informative! You can print variables together with sentences so that they mean more. Use a comma ( , ) between variables and sentences . Task 3 - Use the pictures to help you add commas and sentences to your program to be more informative. 4. Using Variables Together You can print more than one variable together in the same sentence by separating them with sentences and commas . If this doesn't work, double-check your program has a comma between each variable and sentence . Task 4 - Type a new print line that uses both your name and your sweets variables together. Use the image to help you. Challenge Programs Use everything that you have learned on this page to help you create these programs... Challenge Task 1 - Funny Animals Create a new Python program. Save it as ' 2-FunnyAnimals.py ' Add a comment at the top with your name and the date. Create a variable for a colour and give it a value (e.g. "blue") Create a variable for an animal and give it a value (e.g. "horse") Print a funny sentence that uses both variables. BONUS : Try to use only one print line. BONUS : Try to use only three lines in total . Remember: Break up variables in a print line by using commas. When you run it, it could look something like this: Challenge Task 2 - Funny Sentence Create a new Python program. Save is as ' 2-FunnySentence.py ' Add a comment at the top with your name and the date. Write a program that uses three variables, an adjective (descriptive word), a number and an animal. Print a funny response using all variables. BONUS : Try to use only one print line. BONUS : Try to use only four lines in total . Remember: Break up variables in a print line by using commas. When you run it, it could look something like this: <<< #1 The Basics #3 Inputs >>>

  • 5.3 - Policies | F161 | Cambridge Advanced National in Computing | AAQ

    Learn about policies related to application development, including a user guide, acceptable use policy (AUP), backup, codes of practice, staying safe online and the use of information. Resources based on Unit F161 (Developing Application Software) for the OCR Cambridge Advanced Nationals in Computing (H029 / H129) AAQ (Alternative Academic Qualification). Qualification: Cambridge Advanced Nationals in Computing (AAQ) Certificate: Computing: Application Development (H029 / H129) Unit: F161: Developing Application Software 5.3 - Policies Watch on YouTube : Policies You need to know the purpose , content and application of each policy to be considered when related to developing application platforms . What You Need to Know Policies ? YouTube video uploading soon Q uesto's Q uestions 5.3 - Policies: 1. What? [2 ] 2. What? [1 ] 3. What? [1 ] 4. What? [1 ] ? D id Y ou K now? 5.2 - Application Installation Topic List 6.1 - Legal Considerations

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