Study sets, textbooks, questions
Upgrade to remove ads
Unit 3 - Creating Graphics & Images Bit by Bit
Terms in this set (50)
defines a general data type like list that describes a collection of data without worrying about the specific implementation.
a step-by-step procedures for solving a particular problem.
refers to data with values that change continuously, or smoothly, over time like sound and music files
for a program or web service defines how other programs can communicate with it and use it.
short for American Standard Code for Information Interchange is a character encoding scheme in which each character is represented by a 7-bit (originally) or 8-bit binary sequence. For example, the ASCII sequence 01000001 represents the letter 'A'.
sets a variable to a value or a mathematical expression.
short for 'binary digit'
a type of memory organization or image file format used to store digital images.
equals 8 bits.
relies on sharing resources online on the Internet rather than having data and process located on a personal computer.
a non-executable block of text that can be added to a program to provide clarification and documentation of the code.
An informal term for error in computer hardware or software -- the term was coined by Grace Hopper.
Putting two strings together to make a new string.
means secret writing. It is the science of protecting information by transforming it into an unreadable format.
provides a general way to access a collection of data.
The type of data stored in a variable, for example number, string, boolean, or list.
one way to store persistent data. Examples include TinyDB and Firebase.
The process of removing errors from computer hardware or software.
any system based on discontinuous data or events. Computers are digital machines because at the basic level they can distinguish between just two values, 0 and 1.
digital signal processing
refers to manipulating analog information.
to copy data (usually an entire file) from an online source to a personal computer.
the number of 1s in the sequence add up to an even number.
involves values, variables, and operators for example (a+b)/2
allows people to pinpoint their geolocation (geographic location) on Earth using satellites.
the number or position of an element in the list.
In computer science, this stores multiple items under one variable name and uses an index to number and access them.
an algorithm is one in which no data are lost; the original data can be completely recovered.
an algorithm is one in which some data are lost; the original data cannot be completely restored.
a unit for characterizing the amount of data. It is roughly 1 million bytes or, more precisely, 2<sup
one million pixels, used in reference to the resolution of a graphics device.
the process of representing a real-world object of phenomenon as a set of mathematical equations.
the process of reading text from paper and translating the images into a form that the computer can manipulate.
the number of 1s in the sequence add up to an odd number.
Symbols like +,-,*,/ used for addition, subtraction, multiplication, division.
In math, this usually means the fact of being even or odd.
a bit that acts as a check on a set of binary values, calculated in such a way that the number of 1s in the set plus it should always be even or should always be odd.
short for 'picture element', is a single physical point in a raster image.
in computer science is the practice of organizing and encapsulating algorithms in named procedures that can then be invoked by name. An example would be the 'sqrt(x)', square root of x, which encapsulates the algorithm for calculating the square root of x.
A blend of English and code used to write down an algorithm for a program.
the rectangular area of a display screen actually being used to display images.
the process of restructuring program code without changing its basic behavior
refers to the process of adding realism to a computer graphics by adding 3-D qualities, such as shadows and variations in color and shade.
run length encoding
A compression algorithm that represents an image in terms of the length of runs of identical pixels
analog data refers to measuring values of the analog signal at regular intervals (usually in time or space) called samples in order to digitize it into a binary representation.
electronic junk mail or junk newsgroup postings.
the art and science of hiding information by embedding messages within other, seemingly harmless messages.
A sequence of characters that can be stored in a variable or list.
Part of an existing string.
data means to transmit data from a computer to an online repository or service such as a bulletin board service, or drop box, or network.
names a memory location to hold different values in your program.
Sets found in the same folder
Unit 2 - Introduction to Mobile Apps & Pair Progra…
Unit 4 - Animation, Simulation, & Modeling
Unit 4 - Animation, Simulation, & Modeling
Unit 5 - Algorithms & Procedural Abstraction
Other sets by this creator
AP CSP Vocabulary Review
Unit 7 - Using and Analyzing Data & Information
Unit 6 - Communication Through The Internet
Translate the following C code to MIPS. Assume that the variables f, g, h, i, and j are assigned to registers $s0,$s1, $s2,$s3, and $s4, respectively. Assume that the base address of the arrays A and B are in registers$s6 and $s7, respectively. Assume that the elements of the arrays A and B are 4-byte words: B = A[i] + A[j];
The game of Nim. This is a well-known game with a number of variants. The following variant has an interesting winning strategy. Two players alternately take marbles from a pile. In each move, a player chooses how many marbles to take. The player must take at least one but at most half of the marbles. Then the other player takes a turn. The player who takes the last marble loses. Write a program in which the computer plays against a human opponent. Generate a random integer between 10 and 100 to denote the initial size of the pile. Generate a random integer between 0 and 1 to decide whether the computer or the human takes the first turn. Generate a random integer between 0 and 1 to decide whether the computer plays smart or stupid. In stupid mode the computer simply takes a random legal value (between 1 and n/2) from the pile whenever it has a turn. In smart mode the computer takes off enough marbles to make the size of the pile a power of two minus 1—that is, 3, 7, 15, 31, or 63. That is always a legal move, except when the size of the pile is currently one less than a power of two. In that case, the computer makes a random legal move. You will note that the computer cannot be beaten in smart mode when it has the first move, unless the pile size happens to be 15, 31, or 63. Of course, a human player who has the first turn and knows the winning strategy can win against the computer.
A successor to ASCII that includes characters from (nearly) all written languages is a) TELLI b) ASCII++ c) Unicode d) ISO
T F The operand of the increment and decrement operators can be any valid mathematical expression.