top of page

Search CSNewbs

287 results found with an empty search

  • Python | Section 4 Practice Tasks | CSNewbs

    Test your understanding of selection (if statements) and operators (mathematical and logical). Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python - Section 4 Practice Tasks Task One: Spanish Numbers Create a very simple Spanish translation program. Let the user enter a number between one and four then print the Spanish word for that number using if , three elif s and else . One in Spanish is uno , two is dos , three is tres and four is cuatro . If they enter anything else print “I only know 1 to 4 in Spanish!” . Example solutions: Enter a number between 1 and 4: 3 tres Enter a number between 1 and 4: 5 I only know 1 to 4 in Spanish! Task Two: School Trip A school is organising a trip to Alton Towers . The coaches they are hiring can fit 45 people . Enter the total number of people going on the trip and work out how many coaches will be full (using integer division ) and how many people will be left over on a partly full coach (using modulo division ). Example solutions: How many people are going on the trip? 100 There will be 2 full coaches and 10 people on another coach. How many people are going on the trip? 212 There will be 4 full coaches and 32 people on another coach. Task Three: Driving Tractors There are different rules in the United Kingdom for what farmers at certain ages can drive . Ask the user to input their age and then output the relevant information below: Children under 13 cannot drive any tractors. A trained and supervised 13 to 15 year old can drive a low-powered tractor on private flat grass. 16 year olds with a provisional category F licence can drive tractors less than 2.45 metres wide. Young adults from 17 to 20 with the correct licence and training c an drive tracked vehicles that weigh less than 3,500kg. Adults over 21 years old , with the correct licence and training, can drive all types of tractor. Note: Always be safe around machinery in farms regardless of your age. Driving without adequate training and a licence is illegal. Example solutions: How old are you? 8 You cannot drive any type of tractor. How old are you? 13 If you are trained and supervised you can drive a low-powered tractor on private flat grass. How old are you? 19 With the correct licence and training you can drive tracked vehicles that weigh less than 3,500kg. Task Four: Avoid the Three Choose a category like planets , people in your class or months of the year. Secretly choose three of them . Ask the user to enter a word in your category. If they enter one of the three that you chose, they lose . Example solutions: I have secretly selected three months you must avoid! Enter a month of the year: April AHA! You chose one of the secret months, you lose! I have secretly selected three months you must avoid! Enter a month of the year: December Well done, you didn't choose one of my three! ⬅ 4c - Logical Opera tors 5a - Random ➡

  • OCR CTech IT | Unit 1 | 3.5 - Business Systems | CSNewbs

    Learn about business systems used by IT companies including MIS, SOP, CRM and help desk. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification. 3.5 - Business Systems Exam Board: OCR Specification: 2016 - Unit 1 A business may use several types of complex systems to manage data , communicate with customers and ensure efficient business practice . Management Information System (MIS) A management information system (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 potential profits based on historical data of previous years. Profiling customers based on their actions and behaviour . Identifying specific customers with low activity to target them for email campaigns . 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. Customer Relationship Management (CRM) A CRM system is used to improve the relationship between an organisation and its customers . It can be used to increase customer loyalty with those who already subscribe to their services as well as used to try and increase the customer base by attracting new customers. The ultimate goal of a CRM system is to increase and retain customers which will result in more sales and higher profits . Examples of CRM systems: Marketing teams tracking which promotions customers are responding well to . Customer service teams responding quickly to customer complaints , through a variety of channels (such as social media, emails and telephone calls). Marketing teams rewarding customers who have spent a certain amount in a year. Standard Operating Procedures (SOP) A standard operating procedure is a comprehensive step-by-step guide of how to carry out a business routine. An organisation will create an SOP to abide by legal requirements and high company standards . SOPs must be followed in exactly the same method each time and by each employee to ensure the same outcome and remove any inconsistencies . Benefits of Standard Operating Procedures: Ensures consistency: The outcome should be the same each time when following SOPs which ensures an efficient result . Fewer errors: If all employees follow the SOP carefully then there should be no errors . Meets legal requirements : The SOPs will be designed to meet up-to-date legislation as well as any standards that the company have set. Limitations of Standard Operating Procedures: Inflexible practice: A lot of time may be spent on creating the paperwork and admin instead of the actual job. Legal updates: The SOPs must be periodically reviewed and updated to take into account any new laws . Sales Ordering Process (SOP) This is the process of a customer buying a product or service and the company reviewing the purchase . A sales order process ( SOP ) is important as it creates a clear plan for ordering a product . Each department can use the sales order to know exactly what jobs to perform. Help Desk Help desk software is used to provide real-time support to a user from a trained member of staff to overcome a technical problem . The customer logs an issue in the form of a ticket and is assigned a technician . As the technician tries to communicate with the user and solve the issue they must follow a service level agreement that defines the high standards the technician must keep to. When the problem has been solved the ticket is closed . All tickets are archived so that persistent problems can be checked to see what worked previously . If Help Desk software is used within a company by employees (rather than with external customers) to report and solve issues, it is known as ' in-house ' . Benefits of Help Desk software: Keeping Track: C ustomers can see that their issues are being dealt with and administrators have clear records of the problem. Audit Logs: All tickets are archived so if a problem occurs on the same machine the previous solution can be attempted again . Communication : Formal messages between the customer and the administrator mean there are no mixed messages and a running dialogue can take place as the problem is fixed. Limitations of Help Desk software: Cost : Setting up the necessary software and hardware and paying for an administrator to run the system can cost a large amount of money. Availability issues: A technician might not be available 24/7 or during holidays. Formal structure: This is a formal system that takes time to record and respond to which might annoy staff when it is only a minor issue to be fixed, like resetting a password. Knowledge: Technicians need technical expertise regarding the company's computer systems and need to be able to fix both hardware and software issues. This might require additional training every few years. Ticket Response Time: Administrators must ensure that all tickets are read and responded to in reasonable time so that productivity in the company is not affected. Q uesto's Q uestions 3.5 - Business Systems: 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 ] 2a. What is the purpose of a CRM ? [ 4 ] 2b. Describe 3 ways that a CRM could be used by a company . [6 ] 3a. What are standard operating procedures (SOP ) and why are they used? [ 4 ] 3b. Describe the benefits and limitations of SOPs . [ 10 ] 4a. What is the sales ordering process ( SOP )? [ 2 ] 4b. Why is the SOP important in a company? [ 2 ] 4c. Summarise the 3 stages of the SOP . [ 4 ] 5a. What is the purpose of help desk software? [ 2 ] 5b. Explain how help desk works , including tickets , technicians and service level agreements . [3 ] 5c. Describe the benefits and limitations of Help Desks . [ 10 ] A typical sales order process will work as follows: 1. The customer orders a product or service, usually via an email or telephone conversation . 2. The order is confirmed and a sales order is created. This is a document that lists the customer’s requirements and exactly what they have purchased . 3. The sales order is sent to the relevant departments (e.g. production , finance and delivery ) so they can fulfil the customer’s request . Once the order has been completed, the customer will be sent an invoice for payment . 3.4 - Connection Methods Topic List 4.1 - Communication Methods

  • 2.4a - Programming & Pseudocode | OCR A-Level | CSNewbs

    Based on the OCR Computer Science A-Level 2015 specification. Exam Board: OCR 2.4a: Programming & Pseudocode Specification: A-Level 2015 An instruction set is a list of all the instructions that a CPU can process as part of the FDE cycle . CPUs can have different sets of instructions that they can perform based on their function. The two most common instruction sets are the simpler RISC (Reduced Instruction Set Computer ) and more complicated CISC (Complex Instruction Set Computer ). Instruction Sets This page is still being updated. Graphical Processing Unit What is cache memory? Cache memory is temporary storage for frequently accessed data . Cache memory is very quick to access because it is closer to the CPU than other types of memory like RAM . Multicore & Parallel Systems What is cache memory? Cache memory is temporary storage for frequently accessed data . Cache memory is very quick to access because it is closer to the CPU than other types of memory like RAM . Multicore & Parallel Systems What is cache memory? Cache memory is temporary storage for frequently accessed data . Cache memory is very quick to access because it is closer to the CPU than other types of memory like RAM . Q uesto's Q uestions 2.4a - Programming & Pseudocode: 1. What is cache memory ? [ 2 ] 2.3 - Software Development Theory Topics 2.4b - Assembly Language

  • Unit 1 - Fundamentals of IT - Cambridge Technicals | CSNewbs

    Navigate between all Unit 1 (Fundamentals of IT) topics in the OCR Cambridge Technicals Level 3 IT 2016 specification. OCR Cambridge Technicals IT Level 3 Unit 1: Fundamentals of IT These pages are based on content from the OCR Cambridge Technicals 2016 Level 3 IT specification . This website is in no way affiliated with OCR . LO1 (Computer Hardware ) 1.1 - Computer Hardware 1.2 - Computer Components 1.3 - Types of Computer System 1.4 - Connectivity 1.5 - Communication Hardware 1.6 - Hardware Troubleshooting 1.7 - Units of Measurement 1.8 & 1.9 - Number Systems & Conversion LO2 (Computer Software ) 2.1 - Types of Software 2.2 - Applications Software 2.3 - Utility Software 2.4 - Operating Systems 2.5 - Communication Methods 2.6 - Software Troubleshooting 2.7 - Protocols LO3 (Networks & Systems ) 3.1 - Server Types 3.2 - Virtualisation 3.3 - Network Characteristics 3.4 - Connection Methods 3.5 - Business Systems LO4 ( Employability & Communication ) 4.1 - Communication Skills 4.2 - Communication Technology 4.3 - Personal Attributes 4.4 - Ready for Work 4.5 - Job Roles 4.6 & 4.7 - Bodies & Certification LO5 (Issues & Security ) 5.1 - Ethical Issues 5.2 - Operational Issues 5.3 - Threats 5.4 - Physical Security 5.5 - Digital Security 5.6 - Data & System Disposal

  • OCR CTech IT | Unit 1 | 1.3 - Computer System Types | CSNewbs

    Learn about six different types of computer system including embedded, mainframe and quantum. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification. 1.3 - Computer System Types Exam Board: OCR Specification: 2016 - Unit 1 Different types of computer system are available to purchase and use, each with their own benefits , drawbacks and typical functions . Desktop A computer suitable for use at an ordinary desk. They are bulky and not so easy to move . Individual components (e.g. graphics card) can be upgraded over time . Desktops are versatile , they allow the user to carry out a range of activities , including document creation, data manipulation, game playing, design and communication facilities for personal or business purposes. Tablet / Laptop A small and portable type of computer. Many modern laptops can also fold back , effectively turning them into a tablet with a screen-based virtual keyboard . They can perform many of the functions of the traditional PC, but the screen size can be restrictive , especially if several documents need to be open at the same time. Because it can be transported through public spaces, loss or theft is more likely. Smartphone Embedded Systems Smartphones can be used to run a range of applications including email, social media, videos and music. However, they can negatively affect social interaction (e.g. by using them and ignoring people around you) and reduce spatial awareness when being used. Security is another issue as they can be easily lost or stolen . Security software for phones is not as secure as other computer systems so sensitive data should not be held on smartphones. An embedded system is when a smaller computer system is installed within a larger device , such as a washing machine, traffic light or car. Embedded systems have a dedicated purpose and often run in real-time . The internet of things (IoT) describes a global network of connected objects that were previously 'dumb', such as smart bulbs, smart plugs and thermostats. Mainframe Mainframes are huge and very powerful computers that are reliable . Mainframes are used to process large amounts of data and can be used to solve scientific and engineering problems that require complex calculations with large datasets (e.g. weather forecasting or scientific simulations). Mainframes are reliable and secure because they have large backup capabilities . Mainframes are very expensive and require teams of experts to oversee them, and so are used only by organisations that need to process very large amounts of data quickly, such as banks and airlines . Quantum These are still experimental and in development . They work with quantum bits ( qubits ), which, unlike binary, are not limited to just two states (0 or 1). Qubits represent atomic particles, which can be in several different states at the same time . A fully working quantum computer would potentially be able to process data and perform calculations millions of times faster than currently available computers. Q uesto's Q uestions 1.3 - Computer System Types: 1. For each type of computer system , make a list of benefits , drawbacks and possible uses . a. Desktop [6 ] b. Tablet / Laptop [6 ] c. Smartphone [6 ] d. Embedded System [6 ] e. Mainframe [6 ] f. Quantum Computer [6 ] 2. Suggest and justify which type of computer system is most suitable for the following scenarios: a. Updating a spreadsheet while on a train. [3 ] b. Forecasting the next week’s weather. [3 ] c. A PE teacher recording sports day race times. [3 ] d. Playing a new video game on maximum settings. [3 ] 1.2 - Computer Components Topic List 1.4 - Connectivity

  • Python | CSNewbs

    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. Formerly pynewbs.com. Follow the instructions in each section and try the practice tasks on every page . At the end of each section are larger problems to solve. Pyt hon Sections 0. Setting up Python Installing and Using Python 1. Printing and Variables a. Printing b. Comments c. Creating Variables d. Using Variables Section 1 Practice Tasks 2. Inputting Data a. Inputting Text b. Inputting Numbers Section 2 Practice Tasks 7. Subroutines a. Procedures b. Functions Section 7 Practice Tasks 8. Lists a. Using Lists b. 2D Lists c. Dictionaries Section 8 Practice Tasks 9. String Handling a. Basic String Handling b. Number Handling Section 9 Practice Tasks 3. Data Types & Calculations a. Data Types b. Simple Calculations Section 3 Practice Tasks 4. Selection a. If Statements b. Mathematical Operators ( & MOD / DIV) c. Logical Operators Section 4 Practice Tasks 5. Importing from Libraries a. Random b. Sleep c. Date & Time d. Colorama e. More Libraries (math) Section 5 Practice Tasks 6. Loops a. For Loops b. While Loops Section 6 Practice Tasks 10. File Handling a. Open & Write to Files b. Read & Search Files c. Remove & Edit Lines Section 10 Practice Tasks 11. User Interfaces a. Graphical User Interface 12. Authentication a. Error Handling Extended Tasks Extended Task 1 (Pork Pies) Extended Task 2 (Lottery) Extended Task 3 (Blackjack) Extended Task 4 (Vet Surgery) Extended Task 5 (Colour Collection) Extended Task 6 (Guess the Word) Extended Task 7 (Guess the Number)

  • 5.1 - Operating Systems - OCR GCSE (J277 Spec) | CSNewbs

    Learn about the five main roles of an operating system including CPU management, security, managing processes and the user interface. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 5.1: Operating Systems Exam Board: OCR Specification: J277 What is an Operating System? An operating system (OS ) is software that helps to manage the resources of a computer system and provide the interface between the user and the computer’s hardware . There are five main functions of an operating system: Memory Management & Multitasking All programs must be temporarily stored in RAM for the CPU to be able to process them. The OS transfers programs in and out of memory from the hard drive (or virtual memory ) when processing is required - programs are removed from RAM when closed to free up space for other tasks. The operating system can only perform one process at a time , but through memory management it can appear that more than one process is being executed - this is called multitasking . Peripherals Management & Drivers A peripheral is an external device connected to a computer system to input or output data . Data is transferred between external devices and the processor and this process needs to be managed by the operating system . A device driver is a program that provides an interface for the OS to interact and communicate with an external device . Drivers are hardware dependent and OS-specific . The driver translates the OS’ instructions into a format the specific hardware can understand . Because the CPU and the peripheral will process data at different speeds , a buffer is typically used to temporarily store data until it can be processed . User Management The OS allows users to create , manage and delete individual accounts . User accounts can be granted different access rights such as an administrator or guest . The OS will manage security settings such as allowing passwords to be reset and can also be used to monitor login activity . File Management The operating system creates and maintains a logical management system to organise files and directories (folders ). File management allows files to be named , renamed , opened , copied , moved , saved , searched for , sorted and deleted . It also allows users to set access rights for specific files and to view file properties . User Interface The final function of an operating system is to provide a user interface , allowing a human to interact with the computer system . The way in which a user can navigate a computer system is known as human-computer interaction ( HCI ). Graphical User Interface (GUI) The most common type of user interface is a graphical user interface (GUI ) which can be presented in the following ways: Icons are displayed to represent shortcuts to applications and files. Multiple windows can be opened at the same time and switched between. A folder and file system is displayed and manipulated allowing for copying , searching , sorting and deleting data. The interface can be customised , such as changing font sizes and the desktop background . The taskbar allows shortcuts to be pinned for quick access . Menus can be opened from the Start button to display files and shortcuts. System settings can be accessed such as network and hardware options . Command-Line Interface Other types of user interface do exist, such as a command-line interface (CLI ). This type of interface is entirely text-based and requires users to interact with the system by typing commands . This is a complicated process and mistakes could easily accidentally delete data. There are many commands to learn so only experts who have been trained t o learn this interface will be able to efficiently make use of it. Menu-Driven Interface A menu-driven interface displays data in a series of linked menus . Examples include cash machines (ATMs) and old iPods . This type of interface is generally user friendly and easy to use as commands do not need to be memorised. However it can be annoying to find specific data through a large number of menus without a search feature. Touch-Sensitive Interface Another type of user interface is a touch-sensitive interface , used with smartphones and tablets . A human interacts with the device by pressing on a touchscreen , making it very intuitive and suitable for most users without training. Touch-sensitive interfaces may not work with dirty or wet fingers and it will take longer to write text compared to using a keyboard. Voice-Driven Interface A voice-driven interface can be controlled by speaking commands aloud to a listening device. Examples include Amazon's Alexa devices, Apple's Siri technology and Google Home . This interface is intuitive , can be used hands-free and helps to speed up processes . However commands may be misheard or limited in what can be performed. Q uesto's Q uestions 5.1 - Operating Systems: 1. Describe each role of the operating system : Providing a user interface [ 3 ] Memory management (and multitasking) [ 3 ] Peripheral management (and drivers) [ 3 ] User management [ 3 ] File management [ 3 ] 2. Describe 5 different ways the operating system can provide a graphical user interface (GUI) . [5 ] 3. Describe one advantage and one disadvantage of using the following types of human-computer interaction (HCI) : a. Command-Line interface [ 4 ] b. Touch-Sensitive interface [ 4 ] c. Menu-Driven interface [ 4 ] d. Voice-Driven interface [ 4 ] 4.2 - Preventing Vulnerabilities Theory Topics 5.2 - Utility Software

  • 1.5 - WWW Technologies | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about the purpose and characteristics of intranets, the internet and extranets - all three types of World Wide Web technologies. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 1.5 - WWW Technologies Exam Board: OCR Specification: 2016 - Unit 2 The internet is a global network of interconnected networks . The world wide web (WWW ) is not the same as the internet. It is a way of accessing information , using protocols such as HTTPS to view web pages . There are three types of world wide web technologies : Internet Intranet Extranet The internet i s a global network of interconnected networks . The internet is public and users have open access . Examples of use: Accessing web pages to shop and watch videos . Businesses may use web pages to advertise their products and allow customers to purchase items. An intranet is a private network that is only accessible to authorised users (e.g. members of a business or school). Intranets are private and users have closed access . Examples of use: Because an intranet is a secured online area , schools often use an intranet to log in to that displays information for teachers and students (such as test results or upcoming events ). Businesses might use an intranet for employees to see sales and performance data or for communication because it can be accessed remotely . An extranet is a private network that is accessible using the internet but provides access only to authorised users . Extranets are private and users have shared access . Example of use: Hotel booking companies (like booking.com) use an extranet to allow hotel owners to log in via the internet to access and update their information. Network Characteristics When connecting to WWW technologies there are several characteristics that a user must consider: Speed Speed refers to how quickly data can be accessed . For example, an extranet is the slowest network to use because it must be accessed through the internet first. Security Security relates to how likely the data will be kept secure . An intranet is more secure than the internet because only authorised users can log in. Access Levels Access levels , or permissions , refers to who can see what, in terms of data and files . Resources on an intranet can be set so that only certain users can view them. Accessibility This characteristic relates to how available the data is . For example, the internet can be accessed on any network-enabled device, at any time . Q uesto's Q uestions 1.5 - WWW Technologies: 1. Explain the difference between the internet and the world wide web . [2 ] 2. Describe each of the 3 types of WWW technology . You must mention whether they are private or public and what type of access they have. a. Internet b. Intranet c. Extranet [2 each ] 3. Describe at least one example of how each of the 3 types of WWW technology could be used . [6 ] 4. Describe the 3 WWW technologies in terms of each of the 4 network characteristics . You need to think carefully about this; the descriptions under each icon above can help you with certain answers. To start, describe the speed, security, access levels and accessibility of an intranet . [12 each ] 1.4 - Internet Connections Topic List 1.6 - Information Formats

  • 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

  • 1.1 - Holders of Information | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about the different types of organisations that hold information. Also, consider the differences between urban and rural connections and remote locations. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2. 1.1 - Holders of Information Exam Board: OCR Specification: 2016 - Unit 2 Categories of Information Holders Organisations that store and process information can be put into seven different categories : Business A business will hold information on all of its employees , including their date of birth, address and financial information , allowing them to be paid at the end of each month. Businesses will also hold commercial information about their organisation such as profits and losses, product descriptions and historical data . Many companies may record information about their competitors and general marketing data. Government The government will hold a huge amount of information about all citizens in the country including financial earnings, tax paid, births and deaths . The electoral roll holds information about addresses . A national census is taken every 10 years in the UK (the next census is in 2021) that records extensive data about everyone living in the country. The government also stores information about other countries and shares some of this publicly, such as the Foreign Office posting travel advice . Individual Education Educational organisations , such as schools, colleges and universities will hold information about current and past students as well as staff. Student information such as addresses, attendance records and examination history will be recorded, as well as contact information for parents and guardians. Teacher information will be stored too, as well as students that previously attended the institution, even for a number of years after they have left. An individual will hold information about themselves , either in their head or on paper or electronically. This includes their name, date of birth, address, usernames and passwords . Individuals will store information of others , such as phone numbers, social media details and email addresses . Other information will be about organisations , such as the address of their favourite restaurant, opening hours of the local cinema or the telephone number from a catchy advert. Healthcare Healthcare services , like the NHS in the United Kingdom, will hold entire medical histories for each civilian in the country. This includes basic personal information such as current address and date of birth but much more detailed data too like previous illnesses and operations, blood type, allergies and prescriptions . The data stored by healthcare organisations is usually confidential and should not be shared by anyone other than the citizen in question. Charity & Community Charities may hold financial information of donors who give money to them, as well as information about the different projects that the donations are funding. Charities such as the British Heart Foundation might have physical addresses on the high street so information may be kept about the shops too. Community organisations like sport centres or religious institutions may hold information on members and matches, meetings or events . Comparison of Locations The location of systems and data affects access speed and network quality . The digital divide is the gap between people who do and do not have easy access to computers and networks . Developed vs. Developing Countries Developed countries , like areas of Western Europe, North America and East Asia, have a more developed technology and industry base with more funding available for information infrastructures such as cabling and high-speed access . Developing countries , like areas of Africa and Central Asia, have unstable governments and slower access (if any) to the internet . Less money is spent on technology and improving broadband speed and expensive equipment like computers cannot be purchased on low wages . Urban vs. Rural Urban locations like towns and cities have a high population density . Because there are so many people, councils and IT companies will spend a lot of money on internet infrastructure such as cabling and installing high-speed lines . In Rural locations like the countryside, the population is sparse and settlements may be far apart so internet access is poorer and broadband speeds are slower . This means accessing information on the internet is more difficult . Internet Access from Remote Locations Remote locations (such as the countryside or difficult-to-reach areas like mountains or deserts) might have limited internet access . Fast fixed broadband is expensive to install and many providers simply won't invest in rural areas as it is not economically viable . Some areas, usually those with a very small or temporary population, might have no fixed internet access which will make it difficult for an individual or organisation to communicate or work online. Many remote locations have some form of internet but download speeds will be slow or interrupted due to intermittent connection . This makes it difficult to work online and could take a long time to access webpages or document stores. Alternatives to fixed broadband in remote locations include mobile broadband and satellite broadband . Mobile broadband is generally not designed for home use and would be very expensive for everyday use , plus the remote location will generally mean mobile coverage could also be weak . Satellite broadband requires a dish with an unrestricted view of the sky. Satellite broadband has a relatively high internet speed but will cost a lot to install and has a high latency (more chance of experiencing lag). Q uesto's Q uestions 1.1 - Holders of Information: 1a. State the 7 categories of information holders . [7 ] 1b. For each of the 7 categories , briefly describe 3 different pieces of information that may be stored by the information holder. For example, a charity may store the financial information of donors. [3 each ] 2. What is the digital divide ? [2 ] 3. Describe the differences in information access for the following locations : a. Developed vs. developing countries b. Urban vs. rural areas c. Remote locations [4 each ] Topic List 1.2 - Storage Media

  • App Inventor 2 | The Basics | CSNewbs

    Learn how to use App Inventor 2 to create simple programs. Perfect for key Stage 3 students to experiment with block coding and objects What is App Inventor? App Inventor 2 Link App Inventor 2 is software developed by Massachusetts Institute of Technology (MIT ), a research university in America. It allows users to create simple apps and learn about the way that they work in a fun manner. There is no need to learn how to program with text editors as everything is based around blocks, a bit like Scratch. To open App Inventor 2 (the current version of the program) click the button in the top right. You will need to log in with a Google account. There are two layouts to App Inventor, Designer and Blocks . You can switch between them with the bottoms in the top right corner. This guide will show you how to make seven simple programs and introduce you to programming concepts such as variables and properties . Download all App Inventor images you will need for the 7 tasks by clicking the camera icon. Note to Computer Science Teachers - The easiest way to test programs made using App Inventor 2 is using the emulator which should be pre-installed by the IT technician team at your school. See here for information on how to set it up. Also, Google accounts are required to access and use App Inventor 2. Viewer - This is a mock-up of what your app will look like. Components - Each component can be renamed or deleted here. Designer Layout Palette - Drag the component that you want to use in your app, into the centre. Properties - Edit the settings for each component. Media - Upload images and sound here before they can be used in your app. Blocks Layout Viewer - This is space for you to drag blocks to make things happen. Blocks - Drag the code block that you want to use into the centre. The blocks connect together like in Scratch. Warnings - Any errors with your code will be displayed here. Backpack - Drag code into to backpack to store it for later. KS3 Home Tasks 1 & 2

  • Assembly Language | CSNewbs

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

© CSNewbs 2025

The written, video and visual content of CSNewbs is protected by copyright. © 2025
bottom of page