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- Searching & Sorting Algorithms - OCR GCSE (J277 Spec) | CSNewbs
Learn about searching algorithms such as linear and binary search. Also learn about sorting algorithms such as merge, bubble and insertion sorts. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 1.3: Searching & Sorting Algorithms Exam Board: OCR Specification: J277 Watch on YouTube : Linear Search Binary Search Bubble Sort Merge Sort Insertion Sort Key features of a bubble sort: Uses an outer while loop (condition controlled ) to check no swaps have been made . Uses an inner for loop (count controlled ) to repeat through the length of the data set . Uses a flag (a Boolean value ) to track if a swap has been made and uses a temporary value to help correctly swap elements . Linear Search A linear search is the most simple search algorithm. Each data item is searched in order from the first value to the last as if they were all laid out in a line . The list does not have to be in any order before it is searched . This search is also known as a sequential search because the list is searched in a sequence from start to end. For large lists , this search is not very efficient . Binary Search A binary search is a much more efficient searching algorithm as it generally searches through fewer data and is often much quicker - especially for large data sets . In a binary search, the middle point of the data is selected with each iteration and compared to the value being searched for . When the midpoint matches the target value , it as been found and the search can stop. ! ! However there is a prerequisite of using a binary search - the list of data must already be sorted . A prerequisite is a condition that must be satisfied before an algorithm will work correctly . Merge Sort Merge sort is a sorting algorithm based on the idea of ‘divide and conquer ’. A merge sort divides a list into half , again and again until each data item is separate . Then the items are combined in the same way as they were divided , but now in the correct order . When the individual lists are all merged together as one list again, then the data is in order and the algorithm will end . Bubble Sort This algorithm is based on the comparison of adjacent data elements . Data elements are swapped if they are not in the correct order . The algorithm will only stop when a complete iteration through the data is completed with no swaps made . A bubble sort is not suitable for large sets of data . Insertion Sort The list is logically split into sorted values (on the left) and unsorted values (on the right). Starting from the left, values from the unsorted part are checked and inserted at the correct position in the sorted part. This continues through all elements of the list until the last item is reached, and sorted. Insertion sorts are efficient for small data sets but would be slow to sort large sets , compared to alternatives such as a merge sort. Key features of a linear search: A loop is used to check the first value in a list and increment by 1 , checking each value for a match to the target . Reaching the last element of the list without finding a match means the value is not included . Key features of a binary search: A midpoint , lowpoint and highpoint are calculated . A while loop is used to repeatedly compare the midpoint to a target value . The upper half or lower half of the data is ignored if the midpoint does not equal the target . Key features of a merge sort: This algorithm calls itself from within the subroutine (this is known as a recursive algorithm ). It continually splits sublists into a left side and a right side until each sublist has a length of 1 . Watch on YouTube Watch on YouTube Watch on YouTube Watch on YouTube Key features of a insertion sort: Uses an outer for loop (count controlled ) to iterate through each value in the list . Uses an inner while loop (condition controlled ) to find the current value’s correct position in the sorted part of the list . An insertion sort moves ‘ backwards ’ to find the correct position of each value, by decreasing the index within the while loop. Watch on YouTube Q uesto's Q uestions 1.3 - Searching & Sorting Algorithms: Linear Search Explain step-by-step how the number 8 would be found in the following list using a linear search : 12, 5, 3, 2, 8, 19, 14, 6 [4 ] Binary Search Explain step-by-step how the number 2 would be found in the following list using a binary search : 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 [6 ] Merge Sort Explain step-by-step how a merge sort would sort the following list of numbers: 4, 8, 5, 1, 3, 6, 7, 2 [6 ] Bubble Sort Explain step-by-step how a bubble sort would sort the following list of numbers: 3, 1, 6, 5, 2, 4 [6 ] Insertion Sort Explain step-by-step how an insertion sort would sort the following list of numbers: 5, 2, 6, 3, 1, 4 [6 ] 1.2 - Designing Algorithms Theory Topics 2.1 - Programming Fundamentals
- Greenfoot Guide #2 | Arrow Key Movement | CSNewbs
Learn how to edit code in Greenfoot to make objects move using the arrow keys. Use methods such as isKeyDown, setRotation and move. Part 2 of the Greenfoot Tutorial for the Eduqas / WJEC GCSE 2016 specification. Right-click on your main character class and select ' Open editor '. The editor allows you to write different methods - actions that the class can perform. The act() method will repeat whenever the Run button is pressed. 1. Open the Code Editor 2. Movement with the Arrow Keys Greenfoot Tutorial Watch on YouTube: 2. Copy the Code CAREFULLY You need to use an if statement to check if a certain key (like the right arrow key) is being pressed down . An if statement must be contained in standard brackets . After each if statement, the proceeding code must be typed within curly brackets - see the image on the left . Tip - If the brackets are on the same line then use the standard brackets ( and ) If the brackets are on different lines then use curly brackets { and } Your code must be perfect or it won't work. 'Greenfoot ' requires a capital G and the isKeyDown method most be written with a lowercase i but uppercase K and D . When the right arrow key is pressed the object will change its rotation to 0° which is right . It will also move 1 place in this direction. Rotations in Greenfoot: 3. Code the Other Arrow Keys Directly underneath the if statement for turning and moving right, add the code for turning and moving down . You can see in the diagram above the degrees to rotate in each of the four directions . Write the code to move in all four directions. Ensure you have the correct number of brackets or the program won't start. Remember brackets that start and end on the same line are ( ) and brackets over multiple lines are { } . 4. Compile and Run Click the Compile button at the top of the code editor . Then you can go back to the main Greenfoot window and click Run . Press the arrow keys to test your main character moves . Click on me if you've got an error that you're stuck with. < Part 1 - Setup & Populating the World Part 3 - Movement (Random) >
- 11 Graphical User Interface | CSNewbs
Learn how to create and use a simple graphical user interface (GUI) in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. Python 11 - GUI Graphical User Interface In Python, you don’t have just to use a text display; you can create a GUI (Graphical User Interface ) to make programs that look professional. This page demonstrates the basic features of Python’s built-in GUI named tkinter . You can add images, labels, buttons and data entry boxes to develop interactive programs . Hyperlinked sections covered on this page: Setup: Title, Size & Background Creating Elements: Labels, Entry Boxes, Buttons, Images, Message Boxes Displaying Elements: Pack, Place, Grid Inputs & Outputs GUI Tasks Setup Setup: Title, Size & Background Firstly, import the tkinter command and set tkinter.Tk() to a variable such as window . GUI code can be quite complicated with multiple elements so it is sensible to use a comment for each section. Setting the title , size and background colour of your window is optional but can be easily set up at the start of your code. The .geometry() command sets the size of the window. The first number is the width , and the second number is the height . The .configure() command can be used to set the background colour . For a full list of compatible colours, check here . import tkinter #Setting up the Window window = tkinter.Tk() window.title( "Graphical User Interface" ) window.geometry( "400x400" ) window.configure(background = "lightblue" ) import tkinter #Setting up the Window window = tkinter.Tk() window.title( "Example Number Two" ) window.geometry( "300x400" ) window.configure(background = "darkorchid3" ) Creating Elements Creating Elements: Labels, Entry Boxes, Buttons, Radio Buttons, Images, Message Boxes Labels label1 = tkinter.Label(window, text = "Hello there" ) label1 = tkinter.Label(window, text = "Hello there" , fg = "black" , bg = "lightblue" , font = ( "Arial" , 12)) Simple label with default formatting: Label with custom formatting: No elements will appear in your window until you write code to put them there. See the 'Displaying Elements' section further down. Entry (Text) Boxes Simple entry box with default formatting: entry1 = tkinter.Entry(window ) Entry boxes will appear blank , the 'Example Text' shown in the images has been typed in. Entry box with custom formatting: entry1 = tkinter.Entry(window, fg = "blue" , bg = "gray90" , width = 12, font = ( "Arial" ,12)) Buttons The command property of a button is a subroutine that will be called when the button is pressed . The subroutine must be written above the button creation code. def ButtonPress (): #Code here runs when the button is pressed button1 = tkinter.Button(window, text = "Click Me" , fg = "black" , bg = "gold2" , command = ButtonPress) Radio Buttons The Radiobutton element is a multiple-choice option button . A variable needs to be created to track which option has been selected, in this example it is ‘choice ’. Each radio button needs to be linked to the variable and given a unique value (e.g. 0, 1, 2). The radio button with the the value of 0 will be automatically selected when the window opens . Although not shown below, the .set() command can also be used to select a specific radio button , e.g. choice.set(2) . choice = tkinter.IntVar() radio1 = tkinter.Radiobutton(window, text = "Breakfast" , variable = choice, value = 0) radio2 = tkinter.Radiobutton(window, text = "Lunch" , variable = choice, value = 1) radio3 = tkinter.Radiobutton(window, text = "Dinner" , variable = choice, value = 2) Message Boxes You need to import messagebox from tkinter before you can use message boxes . You only need to do this once in your program and it sensible to have it at the very start after you import tkinter (and any other libraries). from tkinter import messagebox tkinter.messagebox.showinfo( "Information" , "Welcome to the program!" ) tkinter.messagebox.showerror( "Error" , "There is a problem with the program." ) if (tkinter.messagebox.askyesno( "Warning" , "Have you understood the instructions?" )) == True : tkinter.messagebox.showinfo( "Warning" , "Thank you for understanding." ) else : tkinter.messagebox.showinfo( "Warning" , "Please read the instructions again." ) Yes / No Message Box Clicking Yes (True ) Clicking No (False ) Images Tkinter supports the image file types .png and .gif . The image file must be saved in the same folder that the .py file is. Resize the image in separate image editing software such as Paint to a specific size . Tkinter does not support all image file types, such as .jpg. Use an application like Microsoft Paint to save an image with a different extension like .png. photo1 = tkinter.PhotoImage(file = "hamster.png" ) photoLabel1 = tkinter.Label(window, image = photo1) An image can be turned into a clickable button rather than a label. def ButtonPress (): #Code here runs when the button is pressed photo1 = tkinter.PhotoImage(file = "hamster.png" ) button1 = tkinter.Button(window, image = photo1, command = ButtonPress) photo1 = tkinter.PhotoImage(file = "hamster.png" ) window.iconphoto( True , photo1) The icon of the window can be changed to an image . Displaying Elements: Pack, Place and Grid Pack .pack() puts the element in the centre of the window, with the next packed element immediately below. window.mainloop() should always be your last line of code in every program, after you have packed, placed or gridded your elements. Displaying Elements labelAdd.pack() buttonAdd.pack() labelMinus.pack() buttonMinus.pack() window.mainloop() Place The .place() command allows an element to be placed in specific coordinates , using x (horizontal ) and y (vertical ) axes. labelAdd.place(x = 25, y = 15) buttonAdd.place(x = 12, y = 35) labelMinus.place(x = 90, y = 15) buttonMinus.place(x = 83, y = 35) window.mainloop() Grid The .grid() command is used to create a grid system to set the row and column . Remember Python starts counting at 0 . You can use padx and pady to add extra space (x is horizontal , y is vertical ). labelAdd.grid(row = 0, column = 0, padx = 10, pady = 5) buttonAdd.grid(row = 1, column = 0, padx = 10) labelMinus.grid(row = 0, column = 1, padx = 10, pady = 5) buttonMinus.grid(row = 1, column = 1, padx = 10) window.mainloop() Inputs & Outputs Inputs and Outputs .config to Change an Element .config() overwrites the property of an element. It can be used with elements such as labels and buttons to change how they appear. label1.config(text = "Warning!" ) The example below (not showing setup and packing) adds 1 to a total variable when the button is pressed . Config is used in two ways: to display the updated total and to change the background of the label to green. def AddOne (): global total total = total + 1 labelTotal.config(text = total, bg = "green" ) total = 0 buttonAdd = tkinter.Button(window, text = "Add" , command = AddOne) Below is a similar program in full that increases or decreases and displays a total when the buttons are pressed . #Setup import tkinter window = tkinter.Tk() total = 0 #Button Presses def AddOne (): global total total = total + 1 labelTotal.config(text = total) def MinusOne (): global total total = total - 1 labelTotal.config(text = total) #Create Elements labelTotal = tkinter.Label(window, text = total, font = ( "Arial" ,14)) buttonAdd = tkinter.Button(window, text = "+" , width = 6, bg = "green" , command = AddOne) buttonMinus = tkinter.Button(window, text = "-" , width = 6, bg = "red" , command = MinusOne) #Display Elements buttonAdd.pack() buttonMinus.pack() labelTotal.pack() window.mainloop() .get to Input a Value .get() returns the value of an element such as an entry box , label or the choice variable if using radio buttons . The value of the element should be stored in a variable so it can be used elsewhere, for example: name = entryName.get() number = int (entryNumber.get()) Use int when getting a value that is an integer : The full program example below checks that the values typed into the username and password entry boxes are correct . Error Messages #Setup import tkinter from tkinter import messagebox window = tkinter.Tk() window.title( "Login" ) #Button Presses def CheckDetails (): username = entryUsername.get() password = entryPassword.get() if username == "Bob Bobson" and password == "cabbage123" : tkinter.messagebox.showinfo( "Success" , "Welcome " + username) else : tkinter.messagebox.showerror( "Invalid ", "Those details are incorrect." ) #Create Elements labelUsername = tkinter.Label(window, text = "Username:" ) labelPassword = tkinter.Label(window, text = "Password" ) entryUsername = tkinter.Entry(window) entryPassword = tkinter.Entry(window) buttonLogin = tkinter.Button(window, text = "Login" , command = CheckDetails) #Display Elements labelUsername.grid(row = 0, column = 0) entryUsername.grid(row = 0, column = 1) labelPassword.grid(row = 1, column = 0) entryPassword.grid(row = 1, column = 1) buttonLogin.grid(row = 2, column = 0) window.mainloop() .bind for Key Presses (& Close Window) .get() will run a specific function when a certain key is pressed. The name of the key must be surrounded by < > brackets and speechmarks . Any associated subroutine of a key bind will need a parameter : event has been chosen and set to None . The code below closes the window using the .destroy() command when the Esc key is pressed. def Close (event = None ): window.destroy() window.bind( "" , Close) The code below will activate the button (and display a message box) by clicking on it but also by pressing the Enter ( Return ) key . def ButtonPress (event = None ): tkinter.messagebox.showinfo( "Success" , "The button was activated" ) button1 = tkinter.Button(window, text = "Press Me" , command = ButtonPress) window.bind( "" , ButtonPress) GUI Tasks GUI Programs to Make Making a program using a GUI can be overwhelming and you must decompose the problem - take it step by step : Import tkinter and create the window (set the title, size and background colour). Create the elements you will need such as labels , buttons and entry boxes . Put the components in the window using pack , place or grid . Write the subroutines for any button presses . These are written at the top of the program after the window setup. Consider your variables - do any need to be set at the start ? Have you made them global if they’re needed within a subroutine ? Put window.mainloop() as the final line of code, only have it once. Use #comments in your code to break up the different sections, the key four sections are shown below. #Setup #Button Presses #Create Elements #Display Elements GUI Task 1 (Random Number Generator ) Generate a random number between 1 and 100 when the button is pressed and display it in a label. Extension idea: Use entry boxes to allow the user to manually input the minimum and maximum value. Example solution: GUI Task 2 (Currency Exchange ) Enter a decimal value and convert it from British pounds to American dollars. You can search for the current exchange rate. Extension idea: Show the conversion rate for other currencies such as Euros and Japanese Yen. Example solution: GUI Task 3 (Random Quote Generator ) Create a list of quotes and use the choice command from the random library to select one to be displayed in a label when the button is clicked. Extension idea: Have a separate text box and button to add more quotes to the list. Example solution: GUI Task 4 (Colour Changer ) When the button is clicked change the background colour of the button with .config to the RGB colour code in the entry box. This should be # followed by 6 hexadecimal values (0-9, A-F). Extension idea: Have an error pop up in a message box if the colour code is incorrect - it must be exactly 7 characters long and start with a hashtag. Example solutions: GUI Task 5 (Class Captain Votes ) Use radio buttons to vote for different candidates in a class vote. Use an if statement when the button is pressed to check which radio button is selected using .get() and the variable you've assigned to the radio buttons ('choice' if you've followed the code in the radio buttons section on this page). Use .config to overwrite a label's value. Remember any variables you want to use in subroutines must be globalised. Extension idea: Stop the count after a certain number - e.g. 30 votes recorded. Example solution: ⬅ Section 10 Practice Tasks 12 - Error Handling ➡
- Python | 2a - Inputting Text | CSNewbs
Learn how to input strings (text) in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 2a - Inputting Text Inputting Text (Strings) in Python A string is a collection of characters (letters, numbers and punctuation) such as: “Wednesday” , “Toy Story 4” or “Boeing 747” . Use the input command to ask a question and let a user input data , which is automatically stored as a string . Variable to save the answer into. Give it a suitable name based on the input. name = input ( "What is your name? " ) = What is your name? Paulina Type your answer directly into the editor and press the Enter key. Statement that is printed to the screen. Leave a space to make the output look clearer. Once an input has been saved into a variable, it can be used for other purposes, such as printing it within a sentence : name = input ( "What is your name? " ) print ( "It is nice to meet you" , name) = What is your name? Jake the Dog It is nice to meet you Jake the Dog Always choose an appropriate variable name when using inputs. colour = input ( "What is your favourite colour? " ) print ( "Your favourite colour is " + colour + "? Mine is yellow." ) = What is your favourite colour? blue Your favourite colour is blue? Mine is yellow. Inputting Text Task 1 ( Holiday) Write an input line to ask the user where they last went on holiday . Write a print line that uses the holiday variable (their answer). Example solution: Where did you last go on holiday? Scotland I hope you had a nice time in Scotland Inputting Text Task 2 ( New Neighbour) Write an input line to ask the user for a title (e.g. Mr, Mrs, Dr). Write another input line for an object . Write a print line that uses both input variables (title and object ). Example solutions: Enter a title: Dr Enter an object: Fridge I think my new neighbour is Dr Fridge Enter a title: Mrs Enter an object: Armchair I think my new neighbour is Mrs Armchair Using a Variable Within an Input To use a variable you have previously assigned a value t o within the input statement you must use + (commas will not work). drink = input ( "What would you like to drink? " ) option = input ( "What would you like with your " + drink + "? " ) print ( "Getting your" , drink , "and" , option , "now...." ) = What would you like to drink? tea What would you like with your tea? biscuits Getting your tea and biscuits now... What would you like to drink? apple juice What would you like with your apple juice? cake Getting your apple juice and cake now... Inputting Text Task 3 ( Name & Game) Ask the user what their name is. Ask the user what their favourite game is. Use their name in the input statement for their game. Print a response with their name and the game they entered. Example solutions: What is your name? Rory Hi Rory, what's your favourite game? Minecraft Rory likes Minecraft? That's nice to know. What is your name? Kayleigh Hi Kayleigh, what's your favourite game? Stardew Valley Kayleigh likes Stardew Valley? That's nice to know. ⬅ Section 1 Practice Ta sks 2b - I nputting Numbers ➡
- 2.3 - Software Development | OCR A-Level | CSNewbs
Learn about software development methodologies such as the waterfall lifecycle, agile methodologies, extreme programming, the spiral model and rapid application development (RAD). Based on the OCR H446 Computer Science A-Level specification. Exam Board: OCR A-Level 2.3 - Software Development Specification: Computer Science H446 Watch on YouTube : Waterfall Lifecycle Extreme Programming Spiral Model Rapid Application Development Software development models are step-by-step methods for creating and maintaining software . They are used to keep projects organised , reduce mistakes and make sure the finished program meets the user’s needs . Different models suit different types of projects . Waterfall Lifecycle The waterfall model is a linear and structured approach where each phase is completed one at a time in order . It needs all requirements to be clearly defined at the start , with little to no changes allowed once a phase is finished . This model is best suited for projects with fixed requirements and minimal risk of change . Extreme Programming Extreme Programming ( XP ) is a type of agile methodology that uses an iterative and flexible approach, progressing in small , usable chunks called iterations (or sprints ). It relies on frequent collaboration with stakeholders and user feedback to adapt to changing requirements . This model is ideal for dynamic projects where quick delivery and frequent updates are important. Spiral Model The spiral model combines iterative development and risk management , progressing through repeated cycles of planning , risk assessment , engineering ( development and testing ) and evaluation . Each loop focuses on identifying and addressing risks early in the project. It is ideal for complex and high-risk projects where requirements may change over time . Rapid Application Development The rapid application development ( RAD ) model focuses on quickly building software through iterative development and frequent user feedback . It uses reusable components , time-boxing and constant feedback to speed up the delivery of an effective final product . RAD is best suited for projects that need to be completed quickly and where requirements can evolve during development . Q uesto's K ey T erms Software Development: waterfall lifecycle, agile methodology, extreme programming (XP), spiral model, rapid application development (RAD) D id Y ou K now? Agile development is named after the ' Agile Manifesto ' - a set of principles for software development agreed by a group of developers at a ski resort in Utah , USA in 2001 . 2.2 - Applications Generation A-Level Topics 2.4 - Programming Languages
- Python | 7b - Functions | CSNewbs
Learn how to create and use functions in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 7b - Functions What is a Function? A function is a subroutine that takes one or more values from the main program and returns a value back. For example, transferring over a sphere’s radius from the main program for the function to calculate a surface area and then return that value to the main program. The two key differences between procedures and functions are: A function uses parameters to transfer data from the main program into the function. A function returns a value to the main program. Writing Functions A function is written the same way as a procedure but it uses parameters . In the example below the parameters are num1 and num2 which are sent from the main program to be used in the function . The return command is used to send a value back to the main program . Below is another example of a function that takes the radius of a sphere and works out the area in a separate function . The area is returned to the main program and printed. Subroutines can be reused and called with different parameters . The program below repeatedly takes an integer input and adds it to a total in a function that is then returned and printed. Practice Task Create a program similar to the sphere example above, this time to work out the volume of a cylinder. In the main program ask the user to enter the cylinder's radius and then its height. The actual calculation should be done in a function and returned to the main program. The calculation for a cylinder's volume is: pi x (radius x radius) x height Extension: Use the round command from section 9b to round the number to 2 decimal places. Example solution: Using Subroutines as a Menu Subroutines are often used to split programs up and give users a selection of options . Subroutines are used for this purpose because they are separate , making it easier to code and manage a program . The example below for a simplified online banking system uses separate subroutines accessible within a while true loop . Depending on the option chosen by the user, the appropriate subroutine will be called . Instead of a further practice task here, Task 4 of the Section 7 Practice tasks page challenges you to make a similar program using multiple subroutines. ⬅ 7a - Proced ures Section 7 Practice Tasks ➡
- OCR CTech IT | Unit 1 | 1.4 - Connectivity | CSNewbs
Learn about different methods of wired and wireless connection methods including Bluetooth, satellite and microwave. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification. 1.4 - Connectivity Exam Board: OCR Specification: 2016 - Unit 1 For computers to communicate with other devices and share data a form of connection is required. Wired Connections Copper Cables Copper cables are a cheaper type of wired internet connection that may be poorly insulated and therefore susceptible to electromagnetic interference . Copper cables are more likely to suffer from attenuation (network distortion ). However, they are malleable (easier to bend) and less likely to break than other cables such as fibre optic. They have a lower bandwidth - cannot transmit as much data at once - than fibre optic cables. Fibre Optic Cables Fibre optic cables are a very fast but expensive type of wired internet connection. Signals are transmitted as waves of light through a glass rod . Because of this fibre optic cables are not affected by electromagnetic interference and suffer less from attenuation . Fibre optic cables have a higher bandwidth - they can transfer more data at one time over a long distance than copper cables but they are more fragile . Wireless Connections Bluetooth Bluetooth is a temporary short-range communication between two 'paired ' devices within a limit of about 10 metres . The required close proximity is a disadvantage , however a plus is that no other hardware is required for a connection. An example is the pairing of headphones to a smartphone to listen to music. Infrared Infrared networks have largely been replaced by Bluetooth or WiFi connections because infrared networks require devices to be in direct line of sight . Infrared is still used by some devices, such as remote controls , to transmit signals to a TV, but it only works across short distances . Microwave Microwave connections use radio waves to send signals across a large area via microwave towers . It can transmit a large amount of data but antennas must be in the line of sight of each other with no obstructions . Microwave connections are affected by bad weather , leading to higher chances of attenuation (network distortion ). Laser Satellite GSM / 5G Although not common, laser connections can send data between devices that are in the line of sight of each other as long as there are no barriers . Laser connections can transmit data up to 2km but bad weather severely affects the transmission rate. Laser connections can be used in space as there are fewer barriers between the satellites. Satellite networks use point-to-multipoint communication by using satellites above the Earth's atmosphere that receive a transmission and rebroadcast them back to Earth. Because of the distance between the communication device and the satellite (roughly 35,000km), there is a delay between data transmission and it being received. See 3.4 for more information on satellite networks . GSM (Global System for Mobile communications ) is a technology for allowing mobile phones to connect to a network for calls and text messages. Advances in mobile technology are classified by generations such as 4G and 5G (the current generation). Each generation is generally faster, more secure and allows for new opportunities. See 3.4 for more information on cellular networks . Q uesto's Q uestions 1.4 - Connection Methods: 1. Compare the differences between copper and fibre optic cables (possibly in a table) by the following features: a. Price b. Bandwidth c. Inteference d. Attenuation e. Malleability / Fragility [2 each ] 2. Describe each of the different types of wireless connection . Try to list 1 advantage and 1 disadvantage of using each type. a. Bluetooth b. Infrared c. Microwave d. Laser e. Satellite f. GSM / 5G [5 each ] 1.3 - Computer System Types Topic List 1.5 - Communication Hardware
- Python | Section 2 Practice Tasks | CSNewbs
Test your understanding of inputs in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python - Section 2 Practice Tasks Task One: Food & Colour Ask a user to input their favourite colour and their favourite food and then print a response using both answers. Requirements for a complete program: Use only one print line. Include both of the user's answers in the print line. Include capital letters, full stops and no irregular spacing in the printed line. Remember: Break up variables in a print line by using commas or plus signs between each part of the "sentence" . Example solutions: What is your favourite colour? green What is your favourite food? cheese Yum! I'll have green cheese for dinner tonight! What is your favourite colour? purple What is your favourite food? ice cream Let's have purple ice cream for breakfast! Task Two: Trivia Question Create a program that asks the user to input an answer to a trivia question of your choice then prints the correct answer with their response too. Requirements for a complete program: Only two lines. Include capital letters, full stops and no irregular spacing in the printed line. Example solution: What is the capital city of Botswana? Windhoek Correct answer: Gaborone. Your answer: Windhoek What is the closest planet to Earth? Mars Correct answer: Mars. Your answer: Mars Task Three: Getting to School Create a program that asks the user how they get to school and how many minutes it takes them (using int ). Then print an appropriate response that uses both variables . Requirements for a complete program: Use only one print line. Include both of the user's answers in the print line. Include capital letters, full stops and no irregular spacing in the printed line. Example solution: How do you get to school? car How many minutes does it take you? 45 Really? It takes you 45 minutes to get here by car? How do you get to school? walking How many minutes does it take you? 20 Really? It takes you 20 minutes to get here by walking? ⬅ 2b - Inputting Numbers 3a - Data Types ➡
- 4.3 - Boolean Algebra | OCR A-Level | CSNewbs
Learn about boolean logic and expressions using NOT, AND OR and XOR, Karnaugh maps, Boolean algebra rules including De Morgan’s Laws, distribution, association, commutation and double negation, logic gate diagrams, truth tables, D-type flip flops, half adders and full adders. Based on the OCR H446 Computer Science A-Level specification. Exam Board: OCR A-Level Specification: Computer Science H446 4.3 - Boolean Algebra Watch on YouTube : Boolean Logic (NOT, AND, OR, XOR) Karnaugh maps Boolean algebra rules Logic gate diagrams Truth tables D-type flip flops Half & full adders This topic explores how the logical operations NOT , AND , OR and XOR are used to process binary data and control digital systems . It also looks at how to simplify and represent logic using Karnaugh maps , Boolean algebra rules , logic gate diagrams and truth tables . Boolean Logic Boolean logic is a form of algebra in which all values are either True (1 ) or False (0 ). It’s used in computing and digital circuits to make decisions and control the flow of programs . NOT (negation ) (¬ ) reverses the input value - 1 becomes 0 and 0 becomes 1 . AND (conjunction ) (∧ ) outputs 1 only if both inputs are 1 (e.g. 1 AND 1 = 1 , otherwise 0 ). OR (disjunction ) (v ) outputs 1 if at least one input is 1 (e.g. 1 OR 0 = 1 ). XOR (exclusive disjunction ) (v ) outputs 1 only if one input is 1 but not both (e.g. 1 XOR 1 = 0 , 1 XOR 0 = 1 ). YouTube video uploading soon Karnaugh Maps A Karnaugh map is a visual method used to simplify Boolean expressions and make logic circuits more efficient . It organises all possible input combinations into a grid , where adjacent cells differ by only one bit (following Gray code order ). By grouping together 1s (representing True outputs ) in powers of two (1 , 2 , 4 or 8 cells ), you can identify and remove redundant terms in a Boolean expression . The simplified result reduces the number of logic gates needed in a circuit, making it faster and easier to build . YouTube video uploading soon Boolean Algebra Rules Boolean algebra rules are used to simplify Boolean expressions . De Morgan’s Laws show how to distribute negation across AND and OR operations: ¬(A AND B) = (¬A OR ¬B) and ¬(A OR B) = (¬A AND ¬B) . Distributive Law allows expressions to be expanded or factored , e.g., A AND (B OR C) = (A AND B) OR (A AND C) and vice versa for OR over AND. Associative Law means the grouping of terms doesn’t affect the result . (A AND B) AND C = A AND (B AND C) and (A OR B) OR C = A OR (B OR C) . Commutative Law means the order of terms doesn’t matter in Boolean operations, e.g., A AND B = B AND A and A OR B = B OR A . With Double Negation , two NOTs cancel each other out , returning the original value , e.g., ¬¬A = A . YouTube video uploading soon Logic Gate Diagrams Logic gate diagrams are visual representations of Boolean expressions or digital circuits , showing how data flows through logic gates to produce an output . Each gate performs a basic logical operation (such as NOT , AND , OR or XOR ) and is represented by a distinct symbol . NOT AND OR XOR YouTube video uploading soon Truth Tables A truth table is used to show all possible input combinations for a logic circuit or Boolean expression , along with the resulting output for each combination . Each row in the table represents a unique set of input values (usually 0 for False and 1 for True ). The final column shows the output produced by applying the logical operations to those inputs . The number of rows in a truth table doubles with each additional input , e.g. 4 rows for 2 inputs and 8 rows for 3 inputs . YouTube video uploading soon D-Type Flip Flops A D-type flip-flop i s a sequential logic circuit that stores a single bit of data - either 0 or 1 . It has two inputs , D (data ) and CLK (clock ), and two outputs , Q and ¬Q . When a clock pulse occurs , the flip-flop copies the value of D to the Q output , and that value is held (stored ) until the next clock pulse . This makes D-type flip-flops useful for memory storage , registers and data synchronisation . Essentially, they act as a 1-bit memory cell , storing the last value of D whenever the clock signal triggers . YouTube video uploading soon Half Adders & Full Adders A half adder is a logic circuit with two inputs (A and B ) that are added to produce two outputs - S (sum ), the result of A XOR B - and C (carry ), the result of A AND B . Half adders can only add two bits and cannot handle an input carry from a previous addition . A full adder is an extension of a half adder with three inputs : A , B , and C in (a carry-in from a previous calculation ). It produces two outputs : S (sum ) (A XOR B XOR Cin ) and C out (carry out ) ((A AND B) OR (B AND Cin) OR (A AND Cin) ). Full adders can be linked together to perform multi-bit binary addition in arithmetic circuits. YouTube video uploading soon This page is under active development. Check here for the latest progress update. Q uesto's K ey T erms Boolean Logic: NOT, AND, OR, XOR, Karnaugh maps, logic gate diagrams, truth tables Boolean Algebra Rules: De Morgan’s Laws, distribution, association, commutation, double negation D-Type Flip Flops: data, clock, Q, NOT Q Adders: half adder, full adder D id Y ou K now? The word ' Boolean ' is always spelt with a capital B because it is named after George Boole , a 19th-century English mathematician . His work has become the foundation of all modern digital electronics and computing . 4.2 - Data Structures A-Level Topics 5.1 - Computing Legislation
- Key Stage 3 Python | Turtle | CSNewbs
The final part of a quick guide to the basics of Python aimed at Key Stage 3 students. Learn about importing turtle to command a moving object. Python - Iteration For Loops Editor Execute A for loop is a count controlled loop. It repeats for a certain number of times as stated in the range brackets. The first number (1) states the number to start on . The second number is an exclusive end . This means it actually finishes on the number before . (11 will end on 10). You need a colon at the end of the loop line . Each line to be repeated must be indented (press the tab key). You can use the loop number within the loop itself. 1. Write a for loop to print your name 8 times . (Count it to double-check it prints eight times.) 2. Use a for loop to print each number between 10 and 50 . 3. Use a for loop from 1 to 10 . Print the 3 times table by multiplying number by 3 underneath the loop. 4. Ask the user to input a whole number (call it num1 ). Write num1 in your range brackets to repeat any message that many times. 5. Ask the user to input a whole number (call it num1 ) and then input a word . Print the word by the number they entered . (Hint: Use num1 in the range.) 6. Delete your code and copy these 3 lines: #Delete the space after the colon for number in range(0,21,2): print(number) What happens when you run this code? 7. Use Q6 to help you print 0 to 100 , going up in 5s . Think about the 3 values you need in the range brackets. 8. Use Q6 to help you print 100 down to 0 , backwards by 1 . Think about the 3 values you need in the range brackets. Tasks While Loops Editor Execute A while loop is a condition controlled loop . While loops repeat as long as the condition is true . As soon as the condition becomes false , the loop will end . 1. Change the program in the editor to repeat the loop while a number is not equal to 33 . 2. Make a new while loop that asks the user to enter a whole number . While the number is less than or equal to 1000 , keep repeating. 3. Make a new while loop for while a colour is not equal to purple (or any colour you want). Ask the user to enter a colour inside of the loop . Don't forget to set colour to "" before you start. 4. Edit your colour program to count how many guesses were made. Make a new variable called count and set it to 0 at the start of the program. Increase it by 1 in the loop, using count = count + 1 . 5. While a total is less than 100 , ask the user to input a decimal number . When it is over 100 , print ‘COMPUTER OVERLOAD’ . You need a variable called total . Increase the total each time with total = total + number . Don't forget to start it at 0 . Tasks != means ‘not equal to ’. The loop below will repeat as long as the password is not equal to “abc123” . Any variable you use in your condition must have a value first . You can’t check for your password if it doesn’t exist. That’s why I have written password = “” , to give password a value before we check it .
- 2.3 - Quality of Information | Unit 2 | OCR Cambridge Technicals | CSNewbs
Learn about the characteristics of information and the impacts of both good and poor quality information on customers and stakeholders. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 2.3 - Quality of Information Exam Board: OCR Specification: 2016 - Unit 2 Information Characteristics Valid Information This is correct, up-to-date and complete information that fits its purpose . For example, detailed end-of-year financial data in the form of graphs. Biased Information This is technically correct, but slanted , information that presents a one-sided view . For example, end-of year financial data that focuses on profits and ignores significant losses. Relevant Information Information should be appropriate for the required purpose . Irrelevant information may get in the way of correct decision making. Accurate Information Information should be carefully selected and entirely correct , inaccurate information can lead to unwanted consequences such as higher costs and missed deadlines. Reliable Information Information from a source that can be verified and confirmed to be correct . For example, BBC News is a more reliable information source than social media posts. Information Quality The quality of information that an organisation uses will have a significant impact on further processes and decisions. Good quality information that is accurate , valid or reliable can lead to better strategic decisions , meeting deadlines and innovation . Poor quality information that is biased , inaccurate or out of date may lead to negative consequences such as loss of customer trust , fines and legal challenges . Positive Effects of Good Quality Information Reliable information received by the management team . Good quality research information. Good quality sales information. Accurate cost projection information. Informed decisions with a higher chance of success . Can lead to innovation and better understanding . Strategic decisions and planning ahead . Projects will stay within their budget . Accurate time expectations . Projects will be completed on time . Negative Effects of Poor Quality Information Biased survey with inaccurate results . Inaccurate stock information. Out of date information received by management . Inaccurate data has led to poor reviews online . Inaccurate time expectations . Misinformed decisions , not responding to customers needs . ??? Inaccurate delivery times , customers unhappy . Too much / little stock. Miss out on opportunities , possible fall in profits . Loss of customer trust , loss of customers and reputation . Financial issues . Projects take longer , cost more , stakeholders unhappy . Possible project failure . Q uesto's Q uestions 2.3 - Quality of Information: 1. Describe 5 characteristics of information . [10 ] 2. Explain 5 positive impacts of good quality information . [10 ] 3. Explain 5 negative impacts of poor quality information . [10 ] 2.2 - Information Classification 2.4 - Information Management Topic List
- Python Editor| CSNewbs
A simple HTML and CSS editor using Code Minrror libraries. Learn how to create simple web pages using HTML. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. Simple HTML & CSS Editor This page is under active development.








