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  • 3.1 - Defensive Design - OCR GCSE (J277 Spec) | CSNewbs

    Learn about defensive design considerations including validation checks, verification, anticipating misuse, maintainable code, authentication and input sanitisation. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 3.1: Defensive Design Exam Board: OCR Specification: J277 Watch on YouTube : Defensive Design Validation Checks Maintainability Defensive Design Considerations There are several things to consider when creating a program that is secure and robust , including: Anticipating Misuse Planning ahead to take steps against potential misuse (e.g the app X prevents the same tweet sent twice in a row as it might be spam ). Input Sanitisation Checking and cleaning up data that has been input , (e.g. removing special characters to prevent a SQL injection ). Validation Checking whether input data follows specific criteria and should be accepted (e.g. a length check on a password). Verification Checking whether data that has been entered is correct (e.g. double entry ). Authentication Ensuring only authorised users can gain access to a system (e.g. usernames and strong passwords ) . Maintainable code Allowing other programmers to easily read and quickly understand code that has been written (e.g. using comments , indentation and appropriate variable names ). Input Validation Validation is a process to check that data is reasonable or sensible before it is accepted . Range Check Checks data is within a certain range . Age: 34 203 Type Check Checks data is a certain data type . Height (in cm): 182 Two metres Format Check Checks data is entered in a certain way . Date of Birth (DD/MM/YYYY) 25/03/2011 25th March 11 Presence Check Checks that data has actually been entered and not left blank . Password: fluffythecat123 Lookup Table A table of acceptable entries , also known as a list . Length Check Checks the length of the input is within a certain amount. Telephone Number 08323877319 07383 Maintainability Programs should be written in a way that makes maintaining and understanding them as straightforward as possible. Examples of making a program maintainable include: Using subprograms to reuse code and make them easier to test . This is called modularisation . Appropriate variable names , using a naming convention , ensure the purpose of a variable is immediately understood. Using indentation to improve readability and clearly show each ‘block’ of code. Comments enable a programmer to understand the purpose of each line of code. Crucial when working in a team . Using constants is another method of improving maintainability. This keeps the program code consistent , which makes it easier to read and debug a program. Q uesto's Q uestions 3.1 - Defensive Design: 1. Describe the different considerations a programmer should make for a defensive design . [ 6 ] 2. Describe the each validation check and give a suitable example . [ 12 ] 3. Explain the different ways a program can be maintained . [ 5 ] 2.3 Additional Programming Theory Topics 3.2 - Testing

  • 3.2 - Protocols | F161 | Cambridge Advanced National in Computing | AAQ

    Learn about protocols including FTP, HTTP, POP, SMTP, SNMP, TCP, UDP, ICMP, IP and the TCP/IP stack. 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 3.2 - Protocols Watch on YouTube : Protocols TCP/IP Stack You need to know the role and uses of specific common protocols (FTP , HTTP , POP , SMTP , SNMP , TCP , UDP , ICMP , IP ). You also need to understand the structure , content and use of the 4-layer TCP/IP stack . What You Need to Know Common Protocols ? YouTube video uploading soon TCP/IP Stack ? YouTube video uploading soon Q uesto's Q uestions 3.2 - Protocols: 1. What? [2 ] 2. What? [1 ] 3. What? [1 ] 4. What? [1 ] ? D id Y ou K now? 3.1 - APIs Topic List 4.1 - Security Considerations

  • Python | 4c - Logical Operators | CSNewbs

    Learn how to use logical operators in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 4c - Logical Operators AND Operator The AND operator is used to execute certain code if more than one thing is true . AND is commonly used with account logins - both the username AND the password must be correct . The example below requires both a secret word and a secret number to be correct: print ( "To enter you need the secret word and the secret number!" ) word = input ( "What is the secret word? " ) number = int ( input ( "What is the secret number? " )) if word == "solitude" and number == 2011: print ( "Correct! You may enter!" ) else : print ( "Incorrect! Get out of here!" ) If no part or only some of the if statement is true then the indented code will not run : To enter you need the secret word and the secret number! What is the secret word? solitude What is the secret number? 4503 Incorrect! Get out of here! To enter you need the secret word and the secret number! What is the secret word? windhelm What is the secret number? 1021 Incorrect! Get out of here! Only If all parts of the if statement are true will the indented code be executed : To enter you need the secret word and the secret number! What is the secret word? solitude What is the secret number? 2011 Correct! You may enter! Logical Operators Task 1 ( Three Easy Questions) Ask the user three easy questions and print a special response if they get all three correct . Use the and operator to see if their answer for all each of the questions is correct. You must use a unique variable nam e for each of your inputs (it can't be 'answer' for all three, for example). Example solutions: What is the capital of Germany? Berlin What is the chemical formula for water? H20 What year did World War Two end? 1945 You absolute genius! What is the capital of Germany? Vienna What is the chemical formula for water? W20 What year did World War Two end? 1945 Bit awkward, I thought you'd do better... OR Operator The OR operator is used to execute certain code if one of several statements is true . The program below is checking if either a , e , i , o or u were entered. letter = input ( "Enter a letter: " ) if letter == "a" or letter == "e" or letter == "i" or letter == "o" or letter == "u" : print ( "You entered a vowel." ) else : print ( "You entered a consonant." ) Enter a letter: f You entered a consonant. Enter a letter: e You entered a vowel. It is important that you re-write the variable and operator (e.g. letter ==) each time you use 'or' . It will not work if you just write: if letter == “a” or “e” or “i” or “o” or “u”: Logical Operators Task 2 ( Twins?) Ask the user to enter their favourite colour and then ask them their age . If their favourite colour is the same as yours AND their age is the same as yours then print “Snap! Are you my twin?” . If only one of the statements is true (use the OR operator) then print “Spooky! You’re a bit like me.” . Add an else statement to print “We’re not so similar, you and I.” if there's nothing in common. Example solutions: What's your favourite colour? green What's your age? 15 Snap! Are you my twin? What's your favourite colour? blue What's your age? 15 Spooky! You're a bit like me. What's your favourite colour? red What's your age? 16 We're not so similar, you and I. ⬅ 4b - Mathematical Opera tors Sectio n 4 Practice Tasks ➡

  • OCR GCSE Topic List | CSNewbs

    The list of topics in the 2020 OCR GCSE Computer Science specifications. OCR GCSE Computer Science (J277) These pages are based on the J277 OCR GCSE Computer Science specification . This website is in no way affiliated with OCR . Component One: Computer Systems OCR GCSE Key Term Generator Paper 1 Playlist on YouTube 1. Systems Architecture 1.1a - The CPU 1.1b - Registers & FE Cycle 1.2 - CPU Performance 1.3 - Embedded Systems 2. Memory & Storage 2.1 - Primary Storage 2.2 - Secondary Storage 2.3 - Units 2.4a - Number Systems 2.4b - Binary Addition & Shifts 2.4c - Character Storage 2.4d - Image Storage 2.4e - Sound Storage 2.5 - Compression 3. Networks 3.1a - Network Types & Performance 3.1b - Network Hardware & Internet 3.2a - Wired & Wireless networks 3.2b - Protocols & Layers 4. Network Security 4.1 - Network Threats 4.2 - Preventing Vulnerabilities 5. Systems Software 5.1 - Operating Systems 5.2 - Utility Software 6. Impacts 6.1a - Impacts of Technology 6.1b - Legislation Component Two: Computational Thinking, Algorithms and Programming Paper 2 Playlist on YouTube 1. Algorithms 1.1 - Computational Thinking 1.2 - Designing Algorithms 1.3 - Searching & Sorting Algorithms 2. Programming Fundamentals 2.1 - Programming Fundamentals 2.2 - Data Types 2.3 - Additional Programming Techniques 3. Producing Robust Programs 3.1 - Defensive Design 3.2 - Testing 4. Boolean Logic 4.1 - Boolean Logic 5. Languages & IDEs 5.1 - Languages & Translators 5.2 - Integrated Development Environment

  • Python | 3a - Data Types | CSNewbs

    Learn about the different data types used in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 3a - Data Types Data Types in Python If you are a Computer Science student you need to know about the different data types that are used in programming. String – A sequence of alphanumeric characters (e.g. “Hello!” or “Toy Story 4” or “Boeing 747” ) Integer – A whole number (e.g. 1470 or 0 or -34) Float (also called Real ) – A decimal number (e.g. -32.12 or 3.14) Boolean – A logical operation (True or False) Character – A single alphanumeric character (e.g. “a” or “6” or “?”) [ Not used in Python as it would just be a string with a length of 1] Converting to Another Data Type Converting a variable from one data type to another is called casting . Casting Commands str (variable_name) converts a variable to a string . int (variable_name) converts a variable to a integer . float (variable_name) converts a variable to a float (decimal number). An integer (or float ) value may be cast into a string so that it can be used with + as part of a sentence to avoid spaces . total = 45 print ( "You owe £" , total , "in total." ) print ( "You owe £" + str (total) , "in total." ) = You owe £ 45 in total. You owe £45 in total. When dividing an integer the answer is automatically given as a decimal number (float ), even if it is .0 (e.g. 10 / 2 would give 5.0). Casting a float (also known as real) number into an integer using int() will remove the decimal . total = 100/10 print ( "The answer is" , total ) print ( "The answer is" , int(total) ) The answer is 10.0 The answer is 10 = Data Types Task 1 ( Time) Write an input line with int to ask the current hour . Write another input line with int to ask the current minute . Write a print line with str() that outputs this as a clock time. Example solution: What is the hour? 12 What is the minute? 44 The time is 12:44 Data Types Task 2 ( Decimal ) Write an input line with int to ask for any number . Use float() in a print line to output number as a decimal. Example solution: Enter any number: 456 456.0 ⬅ Section 2 Practice Tasks 3b - Simple Calculations ➡

  • OCR A-Level | CSNewbs

    Navigate between all topics in the OCR A-Level Computer Science H446 specification. Includes all topics from Component 1 (Computer Systems) and Component 2 (Algorithms and Programming). OCR Computer Science A-Level These pages are based on content from the OCR H446 Computer Science specification . This website is in no way affiliated with OCR . Component 1: Computer Systems Paper 1 Playlist on YouTube This content is under active development. Check here for the latest progress update. OCR A-Level Key Term Generator 1. Hardware 1.1 - Structure & Function of the Processor (The CPU) 1.2 - Types of Processor 1.3 - Input, Output & Storage 2. Software 2.1 - Systems Software 2.2 - Applications Generation 2.3 - Software Development 2.4 - Types of Programming Language 3. Networks & Databases 3.1 - Compression, Encryption & Hashing 3.2 - Databases 3.3 - Networks 3.4 - Web Technologies 4. Data & Logic 4.1 - Data Types 4.2 - Data Structures 4.3 - Boolean Algebra 5. Laws 5.1 - Computing-Related Legislation 5.2 - Moral & Ethical Issues Component 2: Algorithms & Programming 1. Computational Thinking 1.1 - 1.5 - Computational Thinking 2. Problem Solving & Programming 2.1 - Programming Techniques 2.2 - Computational Methods 3. Algorithms 3.1a - 3.1d - Algorithm Complexity 3.1e - Data Structure Algorithms 3.1f - Standard Algorithms

  • 3.1 - Network Characteristics - Eduqas GCSE (2020 spec) | CSNewbs

    Learn about the advantages and disadvantages of networks, the five types of network - LAN, WAN, PAN, MAN and VPN - and differences between wired and wireless networks. Based on the 2020 Eduqas (WJEC) GCSE specification. 3.1: Network Characteristics Exam Board: Eduqas Specification: 2020 What is a network? A network is more than one computer system connected together allowing for communication and sharing of resources . There are many benefits but also some drawbacks to using a network compared to having an unconnected ('standalone' ) computer: Advantages of Networks Easily share files , software and hardware between computers. Disadvantages of Networks There is an initial cost because network devices like routers are required . Larger companies will need to buy and maintain a server . Log in from any connected computer and access your data and files. A network manager / administrator might need to be employed to maintain the network . An administrator can monitor network activity and control security settings. Data from computers on the network can be automatically backed up on central storage. Security breaches are more likely and malware , such as worms, can spread quickly across the network. If the web server fails , all connected computers won't be able to access files or log on . Network Types Networks can be split into different types , usually categorised by their geographical distance apart and the area that they serve. Local Area Network A local area network (LAN ) has computer systems situated geographically close together , usually within the same building or small site , like a school or office . Wide Area Network A wide area network (WAN ) has computer systems situated geographically distant to each other, possibly across a country or even across the world . The internet is an example of a WAN that spans the globe. Personal Area Network A PAN is a personal network for an individual , such as a photographer connecting a smartphone, desktop computer and printer together. Metropolitan Area Network A MAN is larger than a LAN but smaller than a WAN and typically covers a relatively large area like a university campus, town or city . Virtual Private Network A VPN allows for a secure and encrypted connection to a public network like the internet. It is often used to protect an individual's privacy by concealing their real location. Wired & Wireless Networks Wired Connections Wireless Connections Wireless connections, such as WiFi or Bluetooth , use no cables but require a wireless network interface card (WNIC ). Wireless connections generally have a slower speed and can be affected by the computer's distance from the wireless router as well as obstacles like walls or bad weather. Wired connections use physical cables , such as copper or fibre optic wires , and require a network interface card (NIC ) to connect to a network. These wired connections use a wired connection protocol - most commonly Ethernet . Restricted Movement Faster More Secure NIC Required Freedom of Movement Slower Less Secure WNIC Required Q uesto's Q uestions 3.1 - Network Characteristics: 1. A retirement home for the elderly is considering installing a LAN , give 3 benefits and 3 drawbacks they might find of using a network . [6 ] 2a. Describe the difference between a LAN and WAN . [2 ] 2b. Give an example of how a LAN and a WAN could each be used . [ 2 ] 3 . Explain the differences between a PAN , MAN and VPN . [ 3 ] 4. For each of the scenarios below, state which network type would be most suitable : a. The IT rooms of a secondary school . [ 1 ] b. A study in a house with a desktop and printer. [ 1 ] c. Using online banking when abroad on a holiday to stay secure . [ 1 ] d. A large technology company with offices across Europe . [ 1 ] e. Council offices with several locations across Manchester . [ 1 ] 5. Briefly compare wired and wireless networks . [ 8 ] 2.2 - Boolean Algebra 3.2 - Data Packets & Switching Theory Topics

  • 3.1 - Planning Projects | F160 | Cambridge Advanced National in Computing AAQ

    Learn about the importance of planning application development projects, including the advantages and disadvantages of planning and the consequences of not planning. Also covers planning considerations such as budget, time, resources, success criteria and legislation. 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) 3.1 - Planning Projects Watch on YouTube : Purpose of Planning Planning Considerations Planning Projects You need to know why it is important to plan an application development project , as well as the advantages and disadvantages of taking the time to plan . You must also consider the potential consequences if a development team decide not to plan their project. There are several considerations (e.g. budget , time and legislation ) that must be looked at in the planning stage and you need to know how these may impact application development . You need to be aware of copyright , data protection and electronic communication legislation , but for this unit , you do not need to know the details of any specific laws . Importance of Planning Projects Planning application development projects is important as it sets clear goals and direction for the project and identifies required resources (e.g. time , money , people and tools ). Other advantages include better organisation , as team members should know their roles and tasks . Also, planning improves time management as deadlines and milestones keep the project on track . However, there are disadvantages to planning as it takes time and can delay the start of development . Also, plans may become outdated if requirements unexpectedly change mid-project . Avoiding planning entirely will have consequences , such as a higher potential for missed deadlines and overrunning costs due to poor time / budget estimates . Goals may be unclear , leading to confusion , delays or an unusable product . Planning Considerations There are several considerations team members must carefully evaluate in the planning phase of application software development : The three types of legislation cover copyright , data protection and electronic communication . Q uesto's Q uestions 3.1 - Planning Projects: 1. A company developing smartphones is considering whether to skip the planning stage and move straight to design. Give two advantages and two disadvantages of planning and two consequences of not planning an application development project . [6 ] 2. Summarise the impact of the three identified types of legislation on application development . [6 ] 3. Justify which planning consideration you think has the biggest potential impact on the success of a software application development project and why . [ 3 ] 4. Describe the impact of three planning considerations (other than legislation and the one you chose in Q3 ) on application development . [6 ] If a company seriously breaches the Data Protection Act , it can be fined up to £17.5 million or 4% of its global turnover , whichever is higher . D id Y ou K now? 2.2 - Phases of Development Models Topic List 3.2 - Project Planning Tools

  • App Inventor 2 | Munchin' Pizza | CSNewbs

    Learn how to use App Inventor 2 to create simple programs. Try to complete task 3 on this page. Perfect for Key Stage 3 students to experiment with block coding, objects and properties. App Inventor Task 3 - Munchin' Pizza This page will teach you how to make a simple app that changes pictures when a button is pressed . You can make the app more complex by adding sounds or additional buttons. Step 1: Set up App Inventor 2 Open App Inventor 2 (use the button on the right) and create a new project. You will need to log in with a Google account. Download the picture images from the zipped folder on the App Inventor 2 Basics page here . Once you have downloaded the pizza pictures you will need to upload them. Find the Media tab on the right side of App Inventor and click 'Upload File...' You will need to upload each picture individually. In the Palette tab on the left side, drag two buttons into the middle screen so they look like this: In the Components tab on the right, click on Button1 and click the Rename button at the bottom to change it to Pizza . Then Rename Button2 to Munch . This will help us when we code later as it will be less confusing. Click on the second button (Munch) that you just dragged into the centre then look in the Properties tab on the right and scroll down to Text . Change 'Text for Munch' to something like 'Munch Pizza' . Now click on the first button in the centre (Pizza) and in the Properties tab, click on Image and select the first image. It should be the full slice of pizza. When you have set the image, you might notice it goes a bit crazy. Still in the Properties tab, change the Height and Width to 'Fill parent...' for both. This will make the image fit within the boundaries of the screen. Finally, change the Text for the Pizza button to be blank. Otherwise it will appear on top of the pizza and look odd. So far you should have a button disguised as a pizza and another button that tells you to munch that lovely cheesy deliciousness. If your program does not look like this, read the instructions above again carefully. Step 2: Code Click on the Blocks button in the top right to start adding code. In the Blocks tab on the left side click on Munch and drag the when Munch Click block into the centre. This block will execute any code inside of it whenever the munch button is clicked. In the Blocks tab on the left side click on Logic and drag an if then block and snap it inside the block you just dragged over. Click on the blue cog button and drag four else if blocks inside the if block at the bottom. The blocks at the top will automatically update when you drag the blocks under the if block underneath. Because we are using different images, we need to check which image is currently being displayed, so we know which picture to change to. Firstly we want to check if the first image is being displayed. Connect an = block from the Logic section. Then add a Pizza Image block from the Pizza section. Lastly grab a " " block from the Text section and write the name of your first image inside (e.g. pizza1.jpg) Don't forget the extension (.jpg). But what does this code actually mean? It is checking to see what the current pizza image is. And if it is pizza1.jpg then it is going to... ...change the picture to pizza2.jpg, as if someone has munched the pizza! Grab a set Pizza Image to block from Pizza and then snap another " " block from Text and add the pizza2.jpg text inside. Now that we have written the code to check the current picture and move it to the next one when pressed, we just need to copy this for the other four pizza pictures. Rather than select all the blocks again, right-clicking on the blocks and selecting 'Duplicate' will copy them. Copy each block and then change the values so that if pizza2.jpg is the current image, then it sets it to pizza3.jpg and so on. Make sure that pizza5.jpg sets the image to pizza1.jpg so that it goes round in a loop. Program 3 Complete! Step 3: Run The easiest way to run an app that you have created at home using App Inventor 2 is to download the free MIT AI2 Companion App on your smartphone from the Google Play Store . At the top of the App inventor program on your computer , click on Connect and AI Companion . This will generate a six-digit code you can type into your phone. If your school has the emulator installed, you can also use this to test your app. Extra Step: Challenges 1. Create your own images and upload them . You can easily create your own set of pictures and link them together. Why not try: Eating a different type of food (e.g. cookie or doughnut). A simple scene that changes from night to day. A simple character that changes appearance (like Pikachu powering up a thunder strike with each button press). 2. Add a sound effect whenever a button is pressed . In the video at the top of the page, you'll see I have a 'munch' sound whenever the button is pressed. You could record this sound yourself or use a sound effect site. Once you have got your sound file (it should be short and .mp3) you need to upload it, just like you uploaded your images. In the Designer layout click 'Upload file...' in the Media tab on the right. Then look in the Palette tab on the left side, open the Media section and drag a Sound block into the centre. It will appear underneath the phone screen in a section called 'non-visible components' which is fine. Now click on Properties on the right side and choose the sound file you just uploaded in the Source box. Click on the Blocks button in the top right to start adding the code! In the Blocks tab on the left side, click on Sound1 and drag the call Sound1 Play block directly underneath when Munch click . This will play the sound everytime the button is pressed. 3. Add more buttons . You could add a second clickable button which reverses the pattern and a third button that resets the order back to the first image. Adding new buttons is easy - drag them from the Palette tab in the Designer layout. Change the button text in the Properties tab and the name of the button in the Components tab. To add code, click on Blocks in the top right then you can duplicate the code for Munch by right-clicking and choosing Duplicate. Now just change the values to what you want. If you are making a reset button, you don't need an if then statement, just set the image to your first image when the button is clicked. Keep messing around with the program and have fun! KS3 Home Tasks 4, 5 & 6

  • 1.1b - Registers & FE Cycle - OCR GCSE (J277 Spec) | CSNewbs

    Learn about key registers used in the fetch - execute cycle such as the program counter and current instruction register. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 1.1b: Registers & The F-E Cycle Exam Board: OCR Specification: J277 Watch on YouTube : Registers in the FE Cycle Reading instructions The fetch - execute (F-E) cycle is performed by the CPU millions of times every second. This cycle is how the CPU processes data and instructions for each program or service requiring attention . Important Registers A register is a small storage space for temporary data in the CPU . Each register has a specific role . There are four essential registers used in the F-E cycle : Program Counter (PC) A register that tracks the RAM address of the next instruction to be fetched . Memory Address Register (MAR) Stores the RAM address of the current instruction (or data ) the CPU needs to access . Memory Data Register (MDR) The MDR stores the instruction that has been transferred from RAM to the CPU . Accumulator (ACC) The ACC stores the result of mathematical or logical calculations . The PC , MAR and MDR are used in the fetch stage , whereas the ACC is used in the execute stage . The PC and MAR store an address (a memory location in RAM ) whereas the MDR and ACC store data (a value ). Fetch - Execute Cycle The essential idea of the F-E cycle is that instructions are fetched from RAM , to be decoded (understood) and executed (processed) by the CPU . 1. The Program Counter (PC ) register displays the address in RAM of the next instruction to be processed . This value is copied into the Memory Address Register (MAR ). 0054 2. The PC register is increased by 1 . This prepares the CPU for the next instruction to be fetched. 0055 3. The CPU checks the address in RAM which matches the address held in the MAR . 0054 4. The instruction in RAM is transferred to the Memory Data Register (MDR ). MDR 5. The instruction is decoded by the control unit which splits the instruction into an opcode (an action ) and an operand ( data or address ). 6. The instruction i s executed (run). Any result of an execution is stored in the Accumulator (ACC ) register, such as calculations made by the ALU . ACC 7. The cycle repeats by returning to the first step and checking the program counter for the address of the next instruction . Q uesto's Q uestions 1.1b - Registers & The F-E Cycle: 1 . What is the purpose of the registers ? [1 ] 2 . Describe the purpose of each register : a. The Program Counter (PC) [ 2 ] b. The Memory Address Register (MAR) [ 2 ] c. The Memory Data Register (MDR) [ 2 ] d. The Accumulator (ACC) [ 2 ] 3. Draw a diagram with icons and words to show the steps of the Fetch - Execute cycle . [7 ] 1.1a - The CPU Theory Topics 1.2 - CPU Performance

  • Motherboard | Key Stage 3 | CSNewbs

    Learn about the motherboard and the components that are connected to this important piece of computer hardware. The Motherboard What is a motherboard? The motherboard is the main circuit board of a computer that links all other components together. Components can communicate by sending signals and data across pathways called buses . Some components, like the CPU and RAM , are directly installed in special sockets on the motherboard . There are expansion slots for further components like a graphics card . What is connected to the motherboard? Central Processing Unit Random Access Memory Graphics Processing Unit Read Only Memory Cache Memory Sound Card Hard Disk Drive Power Supply Unit What is a motherboard's form factor? Form factor relates to the motherboard's size , shape and how many components it can fit . The three most common form factors are compared below: ATX Micro ATX Mini ITX Standard Small Very Small 32 GB 64 GB 128 GB 7 4 1 Size Max RAM Expansion Card Slots GB stands for gigabytes What ports does a motherboard have? The motherboard contains several ports on the back panel , allowing cables to be connected to input or output data . Below are some of the common ports : USB (Type-A) Connects input devices like keyboards and mice or storage devices like a USB memory stick. USB (Type-C) A newer type of USB that is faster and commonly used to charge devices or transfer data. Ethernet Allows a device to connect to a wired network, most commonly to a router, for internet access. HDMI Connects to a monitor or TV to show the computer's audio and visual output. KS3 Home

  • Malware | Key Stage 3 | CSNewbs

    Learn about different forms of malware including virus, worm and trojan. Learn about the different ways that malware can infect a computer system. Malware Malware is any type of harmful program that seeks to damage or gain unauthorised access to your computer system. Part 1: SiX Types of Malware Virus A virus can replicate itself and spread from system to system by attaching itself to infected files . A virus is only activated when opened by a human . Once activated, a virus can change data or corrupt a system so that it stops working . Trojan A trojan is a harmful program that looks like legitimate software so users are tricked into installing it . A trojan secretly gives the attacker backdoor access to the system . Trojans do not self replicate or infect other files. Ransomware Ransomware locks files on a computer system using encryption so that a user can no longer access them. The attacker demands money from the victim to decrypt (unlock) the data . ? ? Attackers usually use digital currencies like bitcoin which makes it hard to trace them. Spyware Spyware secretly records the activities of a user on a computer. The main aim of spyware is to record usernames, passwords and credit card information . All recorded information is secretly passed back to the attacker to use. Keylogger A keylogger secretly records the key presses of a user on a computer. Data is stored or sent back to the attacker. The main aim of a keylogger is to record usernames, passwords and credit card information . Keyloggers can be downloaded or plugged into the USB port . Worm A worm can replicate itself and spread from system to system by finding weaknesses in software . A worm does not need an infected file or human interaction to spread. A worm can spread very quickly across a network once it has infiltrated it. Part 2: Four ways malware cAN infect your system 1. A ccidentally downloading an infected file from an insecure website . 2. Phishing emails - clicking on attachments or links in spam emails . 3. Installing malware from a physical device, e.g. USB stick . 4. Self-replicating malware , such as worms , spreading across a network . Phishing & Staying Safe

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