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  • Python | Extended Task 6 | 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 6 'Guess the Word' Game Create a Python program similar to the hit New York Times puzzle game Wordle . Allow the user to make guesses to match the randomly chosen hidden word , stopping when they get it correct. You can download a list of 5-letter words on this page. You will need to read in each line of the list and randomly select one - don’t forget to import the random library . Check if each letter of the user’s inputted word is in the randomly selected word . If you are using an IDE like Replit you can use the colorama library and the Fore command to turn the text: Green if the letter is in the correct position . Red if the letter is not in the selected word . Yellow if the letter is in the selected word but not in the correct position . Add your own flair and additional features to your program as an extension, including limiting the number of guesses and recording how many attempts it took to get the correct answer. Download a file of 534 5-letter words: 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 a while loop to repeatedly allows the user to enter words until they match the correct word. Section 10 will help you to open, write and r ead from files . Download the file of 5-letter words from the link above. You will need to randomly select a word from the file. The choice command will help. Selection will be necessary to check if each letter in the inputted word matches the letter in the same position in the correct word. String handling is needed to select specific letters in a string. You will need to use .rstrip() on the selected line (word) that you have randomly chosen from the file. This removes any hidden characters that may interfere with checking if it is equal to the inputted word. 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: The word the user enters should be checked , letter by letter , against the letters in the same position in the randomly chosen correct word . Remember that the first letter in a word has the position 0 , not 1. Below is an example of some incomplete code you may wish to use in your solution. ⬅ Extended Task 5 (Colour Collection) Extended Task 7 (Number Game) ➡

  • Greenfoot Tutorial | CSNewbs

    A tutorial to understand how to create a game in Greenfoot. A simple step-by-step guide and walkthrough featuring all code needed for the Eduqas GCSE 2016 specification. A Tutorial to Creating a Greenfoot Game Greenfoot Home Greenfoot is software that uses the programming language Java to make simple games. This is called object-orientated programming (OOP ) because objects are coded to interact in a visual environment. Work your way through the following tutorial to create a game similar to one required in the WJEC/Eduqas 2016 specification Component 2 exam . Topic Links: Starting from Scratch & Populating the World Move with Arrow Keys Move Randomly & Bounce on Edge Remove Objects Play Sounds The Counter Extension Ideas According to the 2016 specification, in the Eduqas exam, you will use Greenfoot version 2.4.2 , despite the fact that Greenfoot is now on version 3.6.1 . This means that some newer code won't work! This guide here will work on version 2.4.2 . Just make sure you are also using version 2.4.2 - see the download page for help. Watch on YouTube:

  • CTech 2.4 - Information Management | CSNewbs

    https://www.csnewbs.com/eduqas2020-8-2-understandalgorithms 2.4 - Information Management Exam Board: OCR Specification: 2016 - Unit 2 Management Information System (MIS) An MIS is used to collect, store, analyse and present data for an organisation. The system processes a large amount of data and organises it (such as in databases) so that it can be used for decision making and general data analysis . An efficient MIS can be used to display the financial status of an organisation, highlight areas of improvement and generate sales forecasts based on current data. Specifically, a bank could use an MIS for: Looking at the number of customers that visit each branch. Forecasting takings based on historical data. Profiling customers. Identifying customers who haven’t saved recently to target them for email. Benefits of an MIS: Integrated system: A Management Information System shares a large amount of data from multiple departments within an organisation to produce accurate reports. For example, financial data can be used to generate accurate pay slips. Decision Making: An MIS can be used to inform an organisation's decision making by highlighting areas that need improvement within the company. Powerful analysis: An MIS will use large data sets to provide accurate data analysis that can be used in many different ways by an organisation. Trends and patterns can be identified easily. Backup capabilities: Data can be stored centrally and backed up easily if a disaster occurs. Limitations of an MIS: Cost and installation: An MIS is an expensive tool that needs to be professionally set up and requires technical knowledge to maintain. Requires accurate data: If any data is incorrect or out of date then the analysis will consequently be inaccurate . Potentially disastrous decisions could be made as a result of incorrect data. Training: Employees will need to be trained to use the software accurately for maximum efficiency. Managing Information Data Collection Information can be collected in different ways e.g. paper forms, surveys, stock taking and data capture forms in databases. Example: A tennis club can create a form on their website that allows users to apply for membership and fill in key data such as their name, address and telephone number. Storage Collected data must be stored in a secure and easily-retrievable medium . This could be paper, magnetic, optical and cloud storage. Data is most conveniently stored in a database so that information can be added, removed or updated when necessary. Data must be stored securely to ensure it is protected against loss, accidental or via hacking / corruption. Sensitive data should be encrypted so that others cannot view / alter it without authorised access. Information should also be backed up in case the data is lost. Example: The tennis club can store data in a database using cloud storage as soon as a new member enters their information. Using cloud storage allows the tennis club to access that information from multiple access points and they will only pay for the amount of storage that they need and use. Retrieval Using a database to store information allows users to easily access data so that it can be updated or removed. Searches and queries can be easily performed on all tables in a database to show specific values using certain criteria. Example: The tennis club can submit a query in their member database to display all members whose membership will expire in the next month. They can then use that information to email a reminder to those members. Manipulating & Processing After collection and storage, data must be processed so that it is ready for the final stage: analysis. Data can be exported to other software , such as from a database and into a spreadsheet so that it can be manipulated , sorted and visualised . Graphs and charts can be created on data in a spreadsheet so that patterns and trends are easier to identify . Example: Member information in the tennis club can be exported to spreadsheet software that then allows for graph / chart creation using specific values, such as membership expiry date or membership type. Analysis To analyse the data is to see what can be learned from it, so important decisions can be made. Example: Analysing the charts made in the processing stage will allow the tennis club to identify key patterns. For example, they could see when most members sign up during the year and where the members travel in from. Using these patterns the club can then inform future practice. For example, if not many members sign up in August, a sale on membership can be created at this time to entice new members. Or if most members travel in from a certain area of town a bus system might be set up to help those members travel in more often. Q uesto's Q uestions 2.4 - Information Management: 1a. What is the purpose of an MIS ? [2 ] 1b. Describe 3 ways a bank could use an MIS . [3 ] 1c. Describe the benefits and limitations of an MIS . [10 ] 2. A charity for endangered birds (Bird Rescue UK) is creating a survey to send to scientists to find out which birds need protection status and are endangered in the UK. Describe how Bird Rescue UK can use each stage of data management : Data Collection Storage Retrieval Manipulation & Processing Analysis [3 each ] 2.3 - Quality of Information 3.1 - Data vs. Information Topic List

  • Python Editor | CSNewbs

    A simple Python editor using the Skulpt and Code Mirror libraries. Learn how to create simple programs in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. Simple Python Editor You can use this simple Python editor below to complete most of the tasks in the CSNewbs Python sections (except colorama and text files ). It includes basic libraries such as random and time . When you're ready, click 'Run Code ' to see the result in the output below . Python Homepage

  • Scratch Maze Game | CSNewbs

    This walkthrough will show you how to create a maze game in Scratch . It is split into the following sections: Creating the First Level Choosing the Main Character Animating & Moving the Main Character Back to the Start Adding Score & Time Making Enemies Adding More Levels Extensions Use the links to move between sections easily! 1. Creating the First Level The very first thing to do is to create the level in which our character will move around in! We are going to draw a background from scratch which our hero will run around in to get to the end. Important parts of the pictures are highlighted in yellow ! 1. Select the blank Stage button in the button left to edit the background. Drawing the Background Challenge Task Anchor 1 2. Press on the Backdrops tab. This will show Scratch’s own paint editor on the right. 3. Use the line tool to create straight maze lines on the background. Use the slider at the bottom to increase the width of the line. Remember this is only the first level so don’t make it too difficult. 4. Create a start zone and an end zone with the rectangle tool and then fill them in with the fill bucket tool . You can also change the main background colour using the fill bucket tool. Remember to choose an appropriate level name in the text box at the top. Level Name Rectangle Tool Fill Bucket Tool Make your game more exciting by creating themed levels , like this park background. Other ideas might include a classroom, library or car park. Try switching up the start and end zones by using the circle tool or the line tool and the fill bucket . Come back to this challenge when you are ready to make more levels! 2. Choosing the Main Character Now that you have your first level designed we can make our hero character who is going to navigate the maze and try to get to the end. Picking the main character Anchor 2 1. A character is called a sprite . We will choose a sprite from Scratch’s sprite library . Click on the fairy icon to open the sprite menu. 2. I have selected the Animals category on the left menu. I have chosen the Penguin sprite but choose whichever character you want. 3. Press the Costumes tab and check that your chosen sprite has at least two costumes . We will use these to create animation in the next section to make it look like the sprite is moving. 4. Now that we don’t need the cat anymore we can delete him by right-clicking on his icon and selecting delete . Shrink the Main Character down to size Shrink Tool 5. The sprite is too big for the level background and you will need to shrink them down . Click on the shrink button at the top of the program and then click on the sprite in the paint area to shrink them down. Remember how many times you clicked the sprite to shrink it. You will need to shrink both costumes the same number of times . Here I have shrunk my penguin by 17 clicks when I selected the shrink tool. You can compare the size of your costumes by looking at the image size beneath the icon (e.g. 40 x 53). Picture Size 6. You need to make sure that your sprite is in the centre of the grid otherwise it might cause trouble later when you try to move them. Click on the costume centre button in the top right (it looks like a crosshair ) and drag your sprite into the middle if it is not. Make sure that both costumes are in the centre . Also, give your costumes appropriate names , I have named mine Mr. Penguin 1 and Mr. Penguin 2. Costume Name Costume Centre 3. Animate & Move the Main Character Adding Animation Anchor 3 1. Click on your sprite icon in the bottom left and then on the Scripts tab in the top centre. We will begin using the script blocks and we need to start in the Events category with: ...so drag it over to the script area. This script will run all the blocks that we place beneath it, when the flag is pressed to start the game. 1. 2. You can only add animation if the sprite you chose has at least two different costumes! 2. The second block we need is: ...in the Control category. Every block that we put inside the forever loop block will repeat again and again . We want our character to switch between their costumes infinitely to make it look like they are always walking, which is why we use the forever loop. 3. Click on the Looks category and drag two... ...inside of your forever loop . Use the drop down list (small black triangle on the costume block ) to make one block switch to your first costume and the other block switch to your second costume. 4. In the Control category, drag over two blocks and place one after each of your ‘switch costume to ‘ blocks. 1 second is too long to wait so click on the 1 and change both to 0.5 instead (this is half a second). If you’ve got the code correct so far, when you press the green flag your character should be animated! Moving the Main Character 1. In the Events category drag a into the script area. Change the button from space to ‘up arrow ’ (or any key you like) It is also popular for computer games to use the w key to move up. 2. Click on the Motion category and move over two blocks: and Change the angle of direction from 90 (which is a right turn) to 0 (which is an upwards turn). Now you have just created code to make your character move upwards by ten steps when you press the up arrow! Once you have dragged the blocks when the up arrow is pressed, you can work out how to make your character move down, left and right ALL BY YOURSELF. Add this code in now, before you move on . Rotate the Main Character If you press the green arrow and move your character around you might notice that it doesn't rotate when it moves. Click on the i in the top left of your sprite icon in the bottom left. There are three types of rotation to choose from. Select your preferred style by clicking on one of the three symbols. Full Rotation will turn your sprite up, down, left and right. Horizontal Rotation will only turn your sprite left and right. No Rotation will not turn your sprite at all. it will always appear in the same direction. Anchor 4 4. Back to the Start Starting in the right place We always want the main sprite to start in the green zone when the green flag is pressed to start the game. First drag your sprite to the green zone . Then go to the Motion category and drag over: ...and connect it directly underneath the block you dragged over earlier. Once you’ve added that line of code, click the green flag to make sure that the sprite starts where you want it to . If it doesn’t, then you can change the x (horizontal) and y (vertical) co-ordinates by clicking on the white boxes and changing the values. Back to the start if touching the walls 1. Drag over and connect together the two blocks below: 2. Drag over the two blocks below, put the blue one inside the other and then put them both inside the forever loop : 3. Change the co-ordinates in the blue block you just added so that it matches the same co-ordinates as the block to make the sprite start at the green zone . 4. Now to add the wall detection code! In the Sensing section, drag this block over... ...and put it inside the top of the ‘if then‘ block . Make sure that you put it between the 'if' and 'then' and not underneath. 5. Click once on the box in the ‘touching colour ‘ block and then click the wall or obstacle you want the player to avoid, Now is a good idea to play your game and make sure you can get to the end without being teleported back to the start. If your game is impossible you will need to edit the background – click on the stage icon in the bottom left then the Backdrops tab and edit the walls. Anchor 5 5. Adding Time & Score Recording the Time 1. Click on the Stage icon in the bottom left, we will create new code in the Scripts tab of the stage. DO NOT click the character sprite! Click on the Data category and choose Make a Variable . A variable is something that can change . Call your new variable Time . Adding a Score - The Number of Restarts 2. From the Events category drag: ...then look in the Data category and connect this underneath: ...but it should say Time instead of 'variable'. This code makes the time start at 0 when the game begins. 3. Now we need a loop that increases our variable called Time by 1 every second. First drag over a forever loop : Then place inside of it two blocks: Make sure it says Time instead of variable. Now press the green flag to see the timer go up. 1. In the Data section click on Make a Variable and give it an appropriate name like Restarts . This variable will count how many times we have touched a wall and had to start again. 2. Firstly, go back to the Scripts area for your character – click on the sprite of your main character in the bottom left then the Scripts tab. You need to add two blocks from the Data category: Change variable to Restarts and place it directly underneath the flag. Change variable to Restarts again and place this code directly after the 'go to ' block inside the loop. Now whenever you touch the wall you restart and it records it in the variable called Restarts. 6. Making Enemies Anchor 6 1. Select the fairy icon in the New sprite section to open the Scratch sprite library. 2. From the sprite library choose your enemy . I have selected the polar bear because it fits with my penguin. 3. Select the shrink tool at the top of the program and click on the enemy . Then drag them to where you want them to start . 4. Click on the sprite icon of your enemy then select the Scripts tab. Drag and connect two blocks: 5. From the Control category grab a: ...and place it after the ‘go to ‘ block. Now we will make our enemy glide from his start position to somewhere on our level again and again. Move the enemy to where you want it to go to then add: ...inside the forever loop. Drag another ‘glide ‘ block and place it underneath but change those co-ordinates to the same as the one underneath the the ‘when green flag clicked‘ block. This code makes the enemy move backwards and forwards forever. 6. Make your main character return to the start if they touch the enemy. Click on your main character sprite in the bottom left and then the Scripts tab. You need to copy the exact same code you made earlier to see if the main character is touching the wall , but this time you need to use: ...instead of the touching colour block. Click on the box in the block and select your Main Character . 7. New Levels Anchor 7 Coming Soon To be added soon. This concludes the walkthrough for a Scratch maze game! Try a combination of the suggestions below to add complexity to your game: Using ‘say ‘ or ‘think ‘ blocks in the Looks category to make your sprites say things at certain points (like at the start of a new level). Making your game harder by speeding up enemies in later levels (you could change the number of seconds it takes to glide ) Adding more enemies that only appear in harder levels. Setting a time limit – instead of having your time begin at 0 and increasing by 1 every second, have it start at 30 and decrease by 1 every second. Extensions Anchor 8

  • OCR CTech IT | Unit 1 | 1.6 - Hardware Troubleshooting | CSNewbs

    Learn about troubleshooting tests and information to record when a hardware error occurs. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification. 1.6 - Hardware Troubleshooting Exam Board: OCR Specification: 2016 - Unit 1 What is troubleshooting? Troubleshooting means to analyse and solve a problem with a computer system. Hardware troubleshooting refers to fixing an issue with the physical parts of the computer or any connected devices. Hardware issues might occur as a result of damage (intentional or accidental), power surges or malware . Steps to Take When an Error Occurs Try to identify the problem by looking for the simplest explanation first (e.g. checking the power supply) and ask the user questions about the issue. Create a theory about what the cause of the problem could be and prepare to test the theory using a series of troubleshooting tests . Create a troubleshooting plan and record the steps that are taken before moving on to the next test. Check the system works after each stage of the plan. Create a findings document that explains if and how the problem was fixed, for future reference if the problem occurs again. Documentation Technicians and help desk (see 3.5 ) staff should document , on a fault sheet , the following information regarding the issue: The fault itself (such as 'system not turning on'). The system in question. The user logged in at the time. Exact date & time the problem occurred. Symptoms of the issue (such as 'slow load times' or 'beeping'). Problem history - checking if it has happened to this system before. Back up documentation - Whether the data been backed up recently. Troubleshooting Tools The following tools can be used to identify an error so a technician has a greater understanding of the problem. Event Viewer Event Viewer is a type of utility software that lists detailed information about an error when one occurs. It can be used to work out how to fix the issue and will display both minor and major faults. Power On Self Test (POST) On start-up, a power on self test (POST) checks memory, power, hardware and cooling systems are all working properly. Beep codes signal if an error has been detected; 1 beep will sound for no error but if multiple beeps are heard then an error has been discovered. Ping Test This is a connectivity test between two computers. A message is sent to the destination computer and waits for a return message named the echo reply . This procedure can be repeated with other systems until the source of the problem is identified from a computer that does not reply . Q uesto's Q uestions 1.6 - Hardware Troubleshooting: 1. Summarise the 'Steps to Take when an Error Occurs ' section into your own top three tips for what to do when a hardware error happens . [3 ] 2. List 6 pieces of information that an IT technician should record when a hardware error has occurred . [6 ] 3. Briefly explain the purpose of three troubleshooting tools . [6 ] 1.5 - Communication Hardware 1.7 - Units of Measurement Topic List

  • 1.3.1 - Application Types | F160 | Cambridge Advanced National in Computing | AAQ

    Learn about the purpose and characteristics of the eight application types, including examples. Application types include communication, educational, entertainment, games, lifestyle, productivity, protection & utility and web browsers. Resources 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) 1.3.1 - Application Types Watch on YouTube : Application Types There are several types of applications that can be developed , each with a different purpose and common characteristics . There are eight application types you need to know for this 'Fundamentals of Application Development ' unit, including their purpose and common characteristics . Communication Purpose: Communication applications allow users to exchange information with others , most often in real-time . Data can be transferred in a range of formats including text , images and video . Education Purpose: To teach users about specific topics and help people learn new skills . This may be aimed at certain ages or user groups such as those learning a new language . Characteristics of Communication Applications: Has a simple user interface designed for quick and reliable data exchange . Supports multiple formats (text , images , audio , video and files ). Requires a network connection to send and receive data . Often has built-in security and privacy , such as end-to-end encryption . May use presence awareness such as showing ‘typing… ’ or ‘online now ’. Characteristics of Education Applications: It may be structured around learning milestones or long-term goals . Often interactive , such as quick quizzes or regular recaps of topics. Could include different formats of learning (such as text , visuals or audio ). Usually tracks skills or scores over time to show progress in a user-friendly way . Age-appropriate in content and design , possibly with difficulty levels . Examples: WhatsApp, Messenger, Zoom, Slack, Gmail Examples: Duolingo, Kahoot!, Quizlet, Memrise, Anki Entertainment Purpose: To provide enjoyment through formats such as video or audio , often with automatic suggestions based on previous interactions including watched videos , likes or comments . Characteristics of Entertainment Applications: Simple design to focus on keeping users engaged . May include streamed media content or the option to download . Designed for passive or relaxed use , e.g. watching or listening without interacting . Uses algorithms for recommendations based on user preferences . May include social features such as comments or sharing with friends . Examples: Netflix, Disney+, Spotify, YouTube, Twitch Games Purpose: To offer interactive challenges in a fun and possibly competitive way. Games may be played together online or offline for a single-player experience . Characteristics of Game Applications: Based on clear rules and objectives with reward systems , e.g. achievements . High interactivity and quick responsiveness to keep players engaged . Requires graphical rendering , user inputs and sound design . May support local multiplayer or online play with competition , like leaderboards . Often has a range of difficulty levels to keep players challenged . Examples: Minecraft, Fortnite, Among Us, EA Sports FC, Candy Crush Lifestyle Purpose: Supports a healthy and organised way of living . They often help people to manage their daily tasks and form positive personal routines . Productivity Purpose: To support users to complete tasks , manage their time or organise information in a helpful way , all to to maximise productivity . Characteristics of Lifestyle Applications: Often personalised to user preferences or personal data . May use real-time inputs such as location or health data , like steps taken . It may be integrated with smart wearable devices such as a smartwatch . Designed to be used briefly but daily (e.g. checking steps or logging meals ). Encourages improved habits or healthier improvements . Characteristics of Productivity Applications: Has a focus on efficiency , reliability and easy usability . Often allows collaboration and file sharing (e.g. working with colleagues ). Prioritises data organisation and quick access to relevant information . Usually integrated with cloud services or other apps like calendars . It may be designed for professional , personal or educational use . Examples: MyFitness Pal, Noom, Headspace, FitBit, Couch to 5k Examples: Microsoft Word, Calendar, Google Drive, Notion, Trello Protection & Utility Purpose: To secure the computer system against malicious threats and perform housekeeping tasks that maintain stability and a smooth performance . Characteristics of Protection & Utility Applications: Works in the background without frequent user interaction . Often requires permissions to access sensitive data . Needs to be updated frequently , e.g. adding new virus signatures to the database of an antivirus . May be event-driven (e.g. alerts or automatic scans at regular intervals ). Should use low system resources if it needs to be running constantly . Web Browsers Purpose: Accesses , retrieves and displays web pages from web servers . It provides tools like bookmarks , tabs and history to help users easily navigate the interne t. Characteristics of Web Browser Applications: Displays webpages that are built using HTML , CSS and JavaScript . Supports security protocols such as HTTPS , which uses encryption . Enables customisation and user control , e.g. bookmarks , extensions and themes . Contains an address bar to directly type in URLs or search terms . Allows for multiple tabs to run concurrently . Types of Application Examples: Avast Antivirus, CCleaner, 1Password, Battery Saver, Microsoft Defender Examples: Google Chrome, Safari, Mozilla Firefox, Microsoft Edge, Opera Q uesto's Q uestions 1.3.1 - Application Types: 1. Choose four application types and explain how each can be used in a school . [8 ] 2a. For two application types you did not mention in Q1 , explain their characteristics . [6 ] 2a. For the remaining two application types you have not mentioned , explain their purpose . [ 4 ] Minecraft is the best-selling video game of all time , with over 350 million copies sold since its official release in 2011 . D id Y ou K now? 1.2 - Operating Systems Topic List 1.3.2 - Application Software Categories

  • 5.1.1 - Human Computer Interaction | F160 | Cambridge Advanced National in Computing AAQ

    Learn about different types of human computer interaction (HCI) such as audio, movement / gesture, touch and visual (command line and graphical user interface (GUI)). 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) 5.1.1 - Types of Human-Computer Interaction Watch on YouTube : Human-Computer Interaction Human-computer interaction (HCI) refers to the ways in which users engage with computers and is an important factor that must be considered when designing and developing an application . For each type of HCI you need to know its purpose , devices on which it is used , its advantages and disadvantages and how client requirements may affect its use . Human-Computer Interaction Types of User Interaction Audio allows users to interact with a system using voice commands . Body movements or gestures (e.g. hand waves or head turns ) can control or interact with applications . Touch allows users to interact by tapping , swiping , dragging or pinching directly on a screen . Graphical user interfaces ( GUIs ) provide a visual interface using windows , icons , buttons and menus . Command-line interfaces ( CLIs ) only allow interaction with the system by typing text commands into a terminal or shell . Q uesto's Q uestions 5.1.1 - Types of Human-Computer Interaction: 1. A company selling toys wants to create an app to advertise its latest products . Justify the suitability of each user interaction type for the company's app . [5 ] 2. Compare the GUI and CLI visual interaction methods, including their advantages and disadvantages . [8 ] 3. Explain when the audio interaction method would be appropriate . [ 3 ] In 2012 Milwaukee County Zoo started giving iPads to orangutans so they could use the touchscreen to draw pictures . D id Y ou K now? 4.3 - Decomposition Methods Topic List 5.1.2 - Types of Device

  • 6.5 - Physical Protection | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about methods of protecting data physically including biometrics, security staff and locks. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 6.5 - Physical Protection Exam Board: OCR Specification: 2016 - Unit 2 RFID & Tokens Radio-frequency identification (RFID) uses electromagnetic fields to attach tags to physical objects . RFID tags can be embedded within 'dumb' objects such as clothing, packages and even animals. RFID is used with security tokens (such as an ID keycard ) to permit the access of authorised people to certain areas. RFID can be used by IT companies to track equipment and manage access . Shredding This is the cutting up of documents (paper or CDs ) into small pieces so that they cannot be reassembled and read. Sensitive data on paper or optical disc should be shredded when no longer required. Locks A lock can be used to prevent access to server rooms or sensitive data stores . Only authorised personnel with the right key will have access. Physical Security Measures Backup Backups should be taken regularly and stored at a secure location away from the main site. Backups could also be stored on cloud servers so that any damage to the organisation's building will not affect the backup as well. Biometrics Biometric devices require the input of a human characteristic (such a fingerprint , iris or voice scan ). The biometric data is checked against previously inputted data in a database . A match will allow access to the user. Security Staff Staff may be employed to physically prevent unauthorised people from accessing certain areas of a building where sensitive information is stored. They may check ID keycards or use surveillance like CCTV to monitor who is entering and exiting a secure area. Q uesto's Q uestions 6.5 - Physical Protection: 1. Explain how locks can be used as a physical security method within an organisation. [2 ] 2. Explain what RFID is and how it can be used with tokens as a physical security method. [3 ] 3. Explain how biometric devices can be used as a physical security method. [3 ] 4. Explain how security staff can be employed to protect data. [2 ] 5. What is the purpose of shredding ? [2 ] 6. Why should backups be stored off-site ? [1 ] 6.4 - Protection Measures Topic List 6.6 - Logical Protection

  • Desktop Publishing | CSNewbs

    An overview of what desktop publishing (DTP) is, considerations designer must take and common forms such as posters, leaflets and business cards. Desktop Publishing (DTP) What is DTP? Desktop Publishing (DTP) software allows people to create documents with a mixture of graphics and text . Examples of desktop publishing software are Microsoft Publisher and Serif PagePlus . Desktop publishers can be used to produce documents such as business cards, leaflets, brochures, newspapers, magazines and newsletters . DTP software can be cheap and printers at home are more common these days so people can design and print their own documents. Professional-looking documents can be made simply and without an extensive knowledge of graphic design. The biggest advantage of using DTP is that it is frame based . Text and picture frames can be laid out on the page, and rotated, moved or resized as necessary. It is easy to import images from clip art or the web. The view of the page is known as WYSIWYG (W hat Y ou S ee I s W hat Y ou G et) because the view on the computer will be very similar to what you get when it is printed. What to consider when using DTP Orientation Will your document be landscape or portrait ? Some document types are more commonly one orientation than the other. For example, business cards are generally landscape but newsletters are more often portrait. Size The size of a typical piece of paper is A4. But that is too large for most DTP documents. The larger the number, the smaller the piece of paper . A5 is half the size of A4 and A3 is twice the size of A4. Documents can also be measured in millimetres, for example, an appropriate business card size is 85mm wide and 55mm high. House Style A house style is a set of rules to ensure that each document made by a person or company is part of an identity . To be consistent , each document should use the same logo, titles, colours, graphics and layout . For example, the NHS always uses a blue colour, the same logo and similar layout on each of its documents. Some companies have perfected their house style so that they are synonymous with a single colour - e.g. McDonald's use yellow and Coca-Cola use red and white . DTP Documents Business Cards A business card is a small piece of card that must be simple and stylish . The purpose of a business card is to clearly state the contact details of a person or company. Sharing your business card with other people is one way to promote your business or skills to attract new business partners or customers. A business card must be uncluttered and clearly display relevant contact information, such as an email address, phone number or physical address. Today, business cards may also state social media contacts, such as Facebook pages or Twitter accounts. Flyers A flyer is a small handout that advertises an event or new product. The purpose of a flyer is to clearly and quickly promote an event . It must be eye-catching and to-the-point so that people can immediately understand what it is about. Flyers are often handed out in the street or posted through letterboxes so if it is not clear people will just ignore it. A flyer should use a large title to promote the event, as well as appropriate graphics and information about the date, location and time. It should also contain contact details including a telephone number, website and email address. Posters A poster is a large piece of paper that is put up to advertise an event and display more information than a flyer . Posters should promote an event by using large titles and graphics to clearly describe where the event is taking place, when it is and why people should go. Because there is much more space on a poster than a flyer, additional information can be added and some kind of persuasion to entice passers by to attend. Leaflets A leaflet is a small folded handout that provides more information about an event or new product. The purpose of a leaflet is to give additional details about an event . It can be used before an event to describe the different parts, such as the different acts in a circus or different bands at a festival. It can also be used during an event, such as at a school fair to list the different stalls. Because it is folded over it can display a large amount of information, with both text and graphics . The front of the leaflet should clearly display the purpose of it and the text inside must be readable with images to break up the words. There may also be contact information inside the leaflet, such as directions to a website or social media page .

  • 2.4e - Sound Storage - OCR GCSE (J277 Spec) | CSNewbs

    Learn about how sounds are represented in a computer system including how analogue sound waves are converted into binary. Also, learn about sample rate, bit depth, bit rate and metadata. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 2.4e: Sound Storage Exam Board: OCR Specification: J277 Watch on YouTube : Sample Rate Bit Depth Sound File Size Converting Analogue Sound to Binary Analogue sound waves must be digitally recorded and stored in binary . To record the sound, the amplitude (height ) of the analogue sound wave is measured and recorded in binary at specific intervals . 0010 1011 0101 0101 Analog sound wave ADC (Analog to Digital Converter) Binary sample Sampling an Analogue Sound Wave Digital sampling is discrete (separate) and not continuous like analogue waves. To get the highest quality sound, many samples are taken to recreate the analogue wave as closely as possible . Sample Rate The sample rate (sampling frequency) is the number of times per second the amplitude of the sound wave is measured . It is measured in kilohertz (kHz), for example CD quality is 44.1kHz (44,100 samples per second). The higher the sample rate , the better the audio quality as the digital data more closely resembles an analogue wave . However, higher sample rates result in larger file sizes because more data is stored for each individual sample. A low sample rate will result in a low-quality sound because the digital data does not closely resemble the original analog wave . A higher sample rate will result in a higher-quality sound because the digital data more closely resembles the original analog wave . Bit Depth The bit depth is the number of bits available to represent each sample . For example, a sample with a bit depth of 4 could be 0101 or 0111 or 1010. A sample with a bit depth of 8 could be 01010110 or 1010110 or 11001111. A common bit depth is 16 bits . The higher the bit depth , the more bits are available to be used for each sample. Therefore the quality is often higher as the wave more closely resembles an analog wave . The file size will also be larger if the bit depth is higher, as each sample stores additional bits . low bit rate = lower quality high bit rate = higher quality sound file size = sample rate x bit depth x duration Example: A short audio sample has a bit depth of 4 and a sample rate of 10 samples per second . The clip is 15 seconds long . 4 bits x 10 = 40 bits per second. 40 x 15 = 600 bits . To convert the answer from bits to bytes , divide by 8 . 600 bits ÷ 8 = 75 bytes . Calculating File Size Q uesto's Q uestions 2.4e - Sound Storage: 1. Explain how an analogue sound wave is converted into a binary sample . [ 2 ] 2a. What is a sample rate ? [2 ] 2b. Explain two ways an audio file will be affected if the sample rate is increased . [4 ] 3a. What is bit depth ? [2 ] 3b. Explain two ways an audio file will be affected if the bit depth is increased . [4 ] 4 . An audio sample has a bit depth of 8 , a sample rate of 10 and it is 12 seconds long . What is the file size in bytes ? [ 2 ] 2.4d Image Storage Theory Topics 2.5 - Compression

  • 3.1 - Application Programming Interfaces (APIs) | F161 | Cambridge Advanced National in Computing | AAQ

    Learn about Application Programming Interfaces (APIs), including their roles, types (composite, internal, private, public, partner) and architecture (REST, SOAP, RPC). 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 3.1 - Application Programming Interface (API) Watch on YouTube : API roles API architecture You must know the role and uses of Application Programming Interfaces (APIs ) as well as the uses , advantages and disadvantages of each API type (composite , internal , private , public , partner ). You must also understand the uses , advantages and disadvantages of API architecture (REST , SOAP , RPC ). What You Need to Know API Roles ? YouTube video uploading soon API Architecture ? YouTube video uploading soon Q uesto's Q uestions 3.1 - Application Programming Interface (API): 1. What? [2 ] 2. What? [1 ] 3. What? [1 ] 4. What? [1 ] ? D id Y ou K now? 2.3 - Data States Topic List 3.2 - Protocols

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