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A-Level Computer Science · ⁨Ilmu Komputer A-Level⁩

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A-Level Ilmu Komputer (9618) terdiri dari dua bagian yang terasa seperti mata pelajaran berbeda. Bagian teori mencakup representasi informasi dan komunikasi, perangkat keras, prosesor, perangkat lunak sistem, keamanan, basis data, dan etika. Bagian praktik meliputi algoritma, struktur data, pemrograman, dan pengembangan perangkat lunak, dan A-Level 2 menambahkan rekursi dan pemrograman berorientasi objek.

Ujian teori dinilai jauh lebih harfiah daripada yang diharapkan siswa. Ada kosakata yang benar — nama register, mode pengalamatan, bentuk normal, perbedaan eksakta antara validasi dan verifikasi — dan parafrase biasanya tidak mendapat nilai. Hafalkan definisi sesuai dengan kata-kata dalam silabus.

Ujian pemrograman menghargai menulis kode secara tangan hingga dapat dikompilasi di kepala Anda.

  • 1

    Information representation · ⁨Representasi informasi⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    1.1

    Number systems

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of binary magnitudes and the difference between binary prefixes and decimal prefixes Understand the difference between and use: • kibi and kilo • mebi and mega • gibi and giga • tebi and tera
    Show understanding of different number systems Use the binary, denary, hexadecimal number bases and Binary Coded Decimal (BCD) and one’s complement and two’s complement representation for binary numbers
    Convert an integer value from one number base/ representation to another
    Perform binary addition and subtraction Using positive and negative binary integers
    Show understanding of how overflow can occur
    Describe practical applications where Binary Coded Decimal (BCD) and Hexadecimal are used
    Show understanding of and be able to represent character data in its internal binary form, depending on the character set used Students are expected to be familiar with ASCII (American Standard Code for Information Interchange), extended ASCII and Unicode. Students will not be expected to memorise any particular character codes
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang besaran biner dan perbedaan antara awalan biner dan awalan desimal Pahami perbedaan dan gunakan: • kibi dan kilo • mebi dan mega • gibi dan giga • tebi dan tera
    Tunjukkan pemahaman tentang berbagai sistem bilangan Gunakan basis bilangan biner, desimal, heksadesimal serta representasi Binary Coded Decimal (BCD), complement satu, dan complement dua untuk bilangan biner
    Konversi nilai integer dari satu basis bilangan/representasi ke representasi lainnya
    Lakukan penjumlahan dan pengurangan biner Menggunakan integer biner positif dan negatif
    Tunjukkan pemahaman tentang bagaimana overflow dapat terjadi
    Jelaskan aplikasi praktis di mana Binary Coded Decimal (BCD) dan Heksadesimal digunakan
    Tunjukkan pemahaman dan mampu merepresentasikan data karakter dalam bentuk biner internalnya, tergantung pada set karakter yang digunakan Siswa diharapkan familiar dengan ASCII (American Standard Code for Information Interchange), ASCII diperluas, dan Unicode. Siswa tidak diharuskan menghafal kode karakter tertentu

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Counting in binary: 0 to 15

    The three number systems 数制 you must use:

    • denary 十进制 (decimal, base 10) — uses digits 0–9. Place values are powers of ten.
    • binary 二进制 (base 2) — uses 0 and 1. Place values are powers of two. Every byte 字节 is 8 bits 位.
    • hexadecimal 十六进制 (base 16) — uses 0–9 then A–F for 10–15. Each hex digit 数位 stands for exactly 4 bits.
    Beads on a traditional abacus
    An abacus represents numbers by place value — the same idea behind decimal, binary and hexadecimal

    Conversions

    Denary → binary: keep dividing by 2 and record the remainders, read bottom-up. Or subtract the largest place value 位值 (power of 2) that fits.

    Example: $558_{10}$: $558 = 512 + 32 + 8 + 4 + 2 = 2^{9} + 2^{5} + 2^{3} + 2^{2} + 2^{1}$. In 12 bits: 0010 0010 1110.

    Binary → hex: group the bits into nibbles 半字节 (4 bits) from the right and convert each. 0010 0010 1110 → 2 2 E → 22E.

    Hex → binary: replace each hex digit with its 4-bit pattern. Hex → denary: multiply each digit by its place value. 22E $= 2 \times 256 + 2 \times 16 + 14 = 558$.

    Worked example. Convert denary 200 to 8-bit binary, then to hexadecimal.

    $200 = 128 + 64 + 8$, so the binary is 11001000. In nibbles, 1100 1000 $= 12$ and $8$, i.e. $\text{C}$ and $8$, so the hexadecimal is C8.

    A binary place-value chart for 200: the columns 128, 64, 32, 16, 8, 4, 2, 1 hold the bits 1,1,0,0,1,0,0,0; the two 4-bit nibbles 1100 and 1000 become the hex digits C and 8, so 200 = 11001000 = C8
    Reading 200 from its place values, then grouping the bits into nibbles to get hex C8

    How many bits?

    Exam questions fix the register width 寄存器宽度 (8, 12 or 16 bits). Pad with leading zeros to that width: $558$ in 12 bits is 0010 0010 1110, never 10 0010 1110.

    To find the minimum number of bits that can store a value, ask which place values you need:

    • an unsigned integer from $0$ to $2^{n} - 1$ needs $n$ bits: $200$ needs 8 bits (the top is $255$), $1000$ needs 10 bits (the top is $1023$), $16$ needs 5 bits (4 bits stop at $15$).
    • a signed two's-complement integer from $-2^{n-1}$ to $2^{n-1} - 1$ needs $n$ bits: $-200$ needs 9 bits, because 8 bits stop at $-128$.
    • one hexadecimal digit needs 4 bits, one BCD digit needs 4 bits, and one ASCII character needs 7 bits (8 for extended ASCII).

    Binary vs decimal prefixes

    Two prefix families look similar but differ — decimal (powers of 10) and binary (powers of 2):

    Decimal (SI) Binary (memory)
    kilo $= 10^{3}$ kibi (Ki) $= 2^{10} = 1024$
    mega $= 10^{6}$ mebi (Mi) $= 2^{20}$
    giga $= 10^{9}$ gibi (Gi) $= 2^{30}$
    tera $= 10^{12}$ tebi (Ti) $= 2^{40}$

    So a tebibyte (TiB) is slightly more than a terabyte (TB). A "1 TB" drive holds $10^{12}$ bytes, but an operating system that reports in TiB shows a smaller number.

    Explore · ⁨Jelajahi⁩

    Binary, denary and hex · ⁨Binier, desimal, dan heksadesimal⁩

    Type a number and see it in binary, denary and hexadecimal at once — and how the place values add up. · ⁨Ketik angka dan lihat dalam biner, desimal, dan heksadesimal sekaligus — dan bagaimana nilai tempatnya bertambah.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    number system/ˈnʌmbə ˈsɪstəm/ sistem bilangan
    binary/ˈbaɪnəri/ biner
    denary/ˈdiːnəri/ desimal
    digit/ˈdɪdʒɪt/ digit
    place value/pleɪs ˈvæljuː/ nilai tempat
    byte/baɪt/ byte
    bit/bɪt/ bit
    hexadecimal/ˌheksəˈdesɪml/ heksadesimal
    nibble/ˈnɪbl/ nibble
    register width/ˈredʒɪstə wɪtθ/ lebar register
    1.1

    Binary arithmetic

    Binary addition

    Add column by column from the right, carrying as in denary:

    Bit A Bit B Carry in Sum bit Carry out
    0 0 0 0 0
    0 0 1 1 0
    0 1 0 1 0
    0 1 1 0 1
    1 1 0 0 1
    1 1 1 1 1

    Overflow 溢出 happens when the result needs more bits than the register 寄存器 can hold — the carry-out of the leftmost column is the overflow bit.

    Worked example. Add the 8-bit unsigned integers $10110101$ and $01101100$, and comment on the result.

    $10110101 + 01101100 = 1\,00100001$. The answer needs 9 bits, so it does not fit in an 8-bit register: overflow has occurred. A full answer names the error and says why, using the word size the question gave: "Overflow: the true result ($289$) is larger than the largest value an 8-bit register can hold ($255$), so the carry out of the most significant bit is lost and the stored result ($00100001 = 33$) is wrong."

    Binary subtraction

    The usual way is two's complement 补码 addition: to do $A - B$, form the two's complement of $B$ (invert every bit and add 1), then add, and discard any final carry-out.

    To subtract $00011110$ from $01100100$ (unsigned 8-bit):

    • two's complement of $00011110$: invert → $11100001$, add 1 → $11100010$.
    • add to $01100100$: result $1\,01000110$ (9 bits) — discard the leading 1 → $01000110 = 70_{10}$. Check: $100 - 30 = 70$. ✓

    Two's complement signed integers

    In an $n$-bit two's-complement number:

    • the most significant bit 最高有效位 (MSB) is the sign bit 符号位: 0 = positive, 1 = negative.
    • to read a negative number: invert every bit, add 1, then negate.

    So $11100010$ is negative; invert → $00011101$, add 1 → $00011110 = 30$, so it is $-30$. This is a signed integer 有符号整数 (unlike an unsigned 无符号 one). The range for $n$ bits is $-2^{n-1}$ to $+2^{n-1} - 1$; for 8 bits, $-128$ ($10000000$) to $+127$ ($01111111$).

    The same bits mean different numbers depending on the agreed reading. As an unsigned integer every bit is a place value, so 8 bits run from $0$ to $255$; as a signed two's-complement integer the top bit is the sign, so the same 8 bits run from $-128$ to $+127$. The pattern $11111111$ is $255$ read one way and $-1$ read the other — nothing in the bits themselves says which.

    A table of four 8-bit patterns read twice: 00000000 is 0 either way, 01111111 is 127 unsigned and +127 signed, 10000000 is 128 unsigned but -128 signed, and 11111111 is 255 unsigned but -1 signed The same byte read as unsigned and as signed: only the agreed interpretation tells them apart An 8-bit two's-complement number line from -128 (10000000) to +127 (01111111); numbers with sign bit 1 are negative and those with sign bit 0 are positive, with -1 = 11111111 sitting just below 0 = 00000000 8-bit two's complement: the sign bit splits the range into negative ($-128$ to $-1$) and positive ($0$ to $127$)

    Worked example. What denary value does the 8-bit two's-complement number $10110100$ represent?

    The MSB is 1, so it is negative. Invert → $01001011$, add 1 → $01001100 = 76$, so the value is $-76$. Check with place values: $-128 + 32 + 16 + 4 = -76$.

    Worked example. Write $-108$ as a 12-bit two's-complement integer.

    Start from $+108$ in 12 bits: $108 = 64 + 32 + 8 + 4$, so 0000 0110 1100. Invert every bit: 1111 1001 0011. Add 1: 1111 1001 0100. Check with place values, where the top bit is worth $-2^{11} = -2048$: $-2048 + 1024 + 512 + 256 + 128 + 16 + 4 = -108$. ✓

    For 12 bits the range is $-2048$ (1000 0000 0000) to $+2047$ (0111 1111 1111). Questions that ask for the smallest and largest values want these two patterns, so learn the rule: the most negative number is a 1 followed by zeros; the most positive is a 0 followed by ones.

    An arithmetic shift 算术移位 moves every bit left or right but keeps the sign: a shift right by one place halves the value and copies the sign bit into the empty space on the left, so a negative number stays negative (1111 1001 0100 shifted right three places is 1111 1111 0010, which is $-14$: $-108 / 8 = -13.5$, and a shift right rounds down). A shift left doubles the value. Shifts belong to the assembly instruction set in topic 4, but this question is asked with the number work here.

    Overflow in signed arithmetic happens when the true result falls outside this range — spotted when the sign bit flips wrongly (two positives giving a negative, or two negatives giving a positive).

    One's complement

    Before two's complement, an older scheme called one's complement 反码 represented a negative number by simply inverting every bit of the positive — there is no "add 1" step.

    • $+30 = 00011110$, so in one's complement $-30 = 11100001$ (just the inverse).
    • Drawback: it has two zeros — $00000000$ ($+0$) and $11111111$ ($-0$) — which wastes a bit pattern and makes arithmetic awkward.

    Two's complement (invert and add 1) removes the negative zero: it has a single zero and lets addition and subtraction use the same circuit. That is why modern computers store signed integers in two's complement, not one's complement.

    Explore · ⁨Jelajahi⁩

    Binary & signed integers · ⁨Biner & bilangan bulat bertanda⁩

    byte = Σ place values · ⁨byte = Σ nilai tempat⁩

    See how an 8-bit pattern maps to a number (and how it would overflow past 255). · ⁨Lihat bagaimana pola 8-bit memetakan ke angka (dan bagaimana cara melampaui 255).⁩

    Explore · ⁨Jelajahi⁩

    Two's complement signed bits · ⁨Bit bertanda dua komplemen⁩

    The leftmost bit carries a negative place value. Flip any bit — or hit Negate (invert every bit, then add 1) — and watch the signed value change. · ⁨Bit paling kiri memiliki nilai tempat negatif. Balik setiap bit — atau tekan Negate (balik setiap bit, lalu tambah 1) — dan lihat perubahan nilai bertandanya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    register/ˈredʒɪstə/ register
    unsigned/ʌnˈsaɪnd/ tidak bertanda
    overflow/ˌəʊvəˈfləʊ/ overflow
    most significant bit/məʊst sɪɡˈnɪfɪkənt bɪt/ bit paling signifikan
    two's complement/tuːz ˈkɒmplɪmənt/ komplemen dua
    signed integer/saɪnd ˈɪntɪdʒə/ bilangan bulat bertanda
    sign bit/saɪn bɪt/ bit tanda
    arithmetic shift/ˌærɪθˈmetɪk ʃɪft/ geser aritmatika
    one's complement/wʌnz ˈkɒmplɪmənt/ komplemen satu
    1.1

    Binary Coded Decimal (BCD)

    In BCD 二进码十进数, each denary digit is written as its own 4-bit pattern. The number $93$ is 1001 0011 in BCD — not binary 93 ($01011101$). Each nibble uses only 0–9; patterns $1010$–$1111$ are invalid.

    BCD reading: 0010 0111 0101 → 2, 7, 5 → 275.

    Use: calculators, digital clocks, and devices that show denary digits — each digit drives a 7-segment display 七段显示器. Currency code often uses BCD to avoid the rounding errors of converting fractions like 0.1 to binary.

    A "justify" answer must link the use to a property of BCD: each denary digit has its own 4 bits, so a digit can be sent straight to its display, or added digit by digit, with no conversion of the whole number; and a decimal fraction such as $0.10$ is stored exactly, which a binary fraction cannot do.

    A single-digit seven-segment LED display component, showing its seven separate bars
    A seven-segment display shows one denary digit, often driven by BCD
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    BCD/ˌbiː siː ˈdiː/ BCD
    7-segment display/ˈsevən ˈseɡmənt dɪˈspleɪ/ layar 7-segment
    1.1

    Hexadecimal — practical uses

    Hex is a compact way to write binary (1 hex digit = 4 bits):

    A byte splits into two nibbles; each nibble is one hexadecimal digit
    A byte is two nibbles; each nibble is one hex digit
    • memory addresses 内存地址 in low-level programming — 0x7FFE.
    • colour values in HTML/CSS — #FF8800.
    • MAC addresses — AC:DE:48:00:11:22.

    Hex does not change the stored data — it just makes binary easier for humans.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    memory address/ˈmeməri əˈdres/ alamat memori
    1.1

    Character codes

    Computers store text as numbers; each character has a numeric code point 码点 set by a character set 字符集.

    ASCII

    • ASCII uses 7 bits — 128 code points. Basic Latin letters, digits, punctuation, and control codes.
    • Extended ASCII uses 8 bits — 256 code points; the lower 128 match ASCII, the upper 128 vary by region.
    A small ASCII table: the character A is code 65 = 01000001, a is 97 = 01100001, the digit 0 is 48 = 00110000, and space is 32 = 00100000
    Each character is stored as a number — a few ASCII code points in denary and binary

    Unicode

    • Unicode is a universal character set covering almost every script, plus symbols and emoji.
    • common encodings 编码: UTF-8 (1–4 bytes, ASCII-compatible), UTF-16 (2 or 4 bytes), UTF-32 (fixed 4 bytes).

    Why Unicode beats ASCII

    • it represents far more characters (every script, emoji); ASCII covers only basic English.
    • files are portable with no code-page confusion, and allow multilingual text in one document.
    • trade-off: Unicode files are usually larger for English-only text.

    When a question asks for differences, give them in pairs with numbers: ASCII uses 7 bits (extended ASCII 8), so 128 (256) characters; Unicode uses up to 32 bits (UTF-8 uses 1 to 4 bytes), so more than a million code points. ASCII covers basic English only; Unicode covers every script, and its first 128 code points are the ASCII ones. In UTF-8 an English letter still takes 1 byte, so a 40-letter English file name is 40 bytes in ASCII and in UTF-8 alike, while a Chinese character takes 3 bytes.

    Explore · ⁨Jelajahi⁩

    A character is stored as a number · ⁨Sebuah karakter disimpan sebagai angka⁩

    Each character has a code number — 'A' is 65. Flip the bits to see that code in binary and hex, exactly how the computer holds it. · ⁨Setiap karakter memiliki kode angka — 'A' adalah 65. Balik bit untuk melihat kode tersebut dalam biner dan heksadesimal, persis seperti cara komputer menyimpannya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    code point/kəʊd pɔɪnt/ titik kode
    character set/ˈkærɪktə set/ set karakter
    encoding/enˈkəʊdɪŋ/ pengkodean
    1.2

    Bitmap images

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of how data for a bitmapped image are encoded Use and understand the terms: pixel, file header, image resolution, screen resolution, colour depth / bit depth
    Perform calculations to estimate the file size for a bitmap image
    Show understanding of the effects of changing elements of a bitmap image on the image quality and file size Use the terms: image resolution, colour depth / bit depth
    Show understanding of how data for a vector graphic are encoded Use the terms: drawing object, property, drawing list
    Justify the use of a bitmap image or a vector graphic for a given task
    Show understanding of how sound is represented and encoded Use the terms: sampling, sampling rate, sampling resolution, analogue and digital data
    Show understanding of the impact of changing the sampling rate and resolution Including the impact on file size and accuracy
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang bagaimana data untuk gambar bitmap dienkripsi Gunakan dan pahami istilah: pixel, header file, resolusi gambar, resolusi layar, kedalaman warna / bit depth
    Lakukan perhitungan untuk memperkirakan ukuran file untuk gambar bitmap
    Tunjukkan pemahaman tentang efek perubahan elemen pada gambar bitmap terhadap kualitas gambar dan ukuran file Gunakan istilah: resolusi gambar, kedalaman warna / bit depth
    Tunjukkan pemahaman tentang bagaimana data untuk grafik vektor dienkripsi Gunakan istilah: objek gambar, properti, daftar gambar
    Justifikasi penggunaan gambar bitmap atau grafik vektor untuk tugas tertentu
    Tunjukkan pemahaman tentang bagaimana suara direpresentasikan dan dienkripsi Gunakan istilah: penyampelan, tingkat penyampelan, resolusi penyampelan, data analog dan data digital
    Tunjukkan pemahaman tentang dampak perubahan tingkat penyampelan dan resolusi Termasuk dampak terhadap ukuran file dan akurasi

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    A bitmap 位图 image (also called a bitmapped image) stores the colour of every pixel 像素 in a grid. At the start of the file a file header 文件头 records the image's metadata — its width, height and colour depth — so software knows how to read the pixel data that follows.

    • image resolution 图像分辨率: the bitmap's own size, width × height in pixels (e.g. 1920 × 1080).
    • screen resolution 屏幕分辨率: the width × height the display can show. If an image's resolution is larger than the screen it is scaled down to fit; a low-resolution image looks blocky when stretched onto a higher-resolution screen.
    • colour depth 颜色深度 (bit depth 位深度): bits per pixel. 1 bit → black/white; 8 bits → 256 colours; 24 bits → 16.7 million ("true colour").
    The same disc stored on three pixel grids, A to C, getting blockier as the pixels grow larger and fewer
    The same image stored at three resolutions, from high (A) to low (C): fewer, larger pixels mean less detail

    File size

    $$\text{size in bits} = \text{width} \times \text{height} \times \text{bit depth}.$$

    Divide by 8 for bytes, by 1024 for KiB, etc. Example: a $3000 \times 2000$ image at 24 bpp is $3000 \times 2000 \times 24 = 1.44 \times 10^{8}$ bits $\approx 17.2\ \text{MiB}$.

    A 6 by 4 grid of pixels with its width and height labelled; pixels = 6 times 4 = 24, and at 8 bits per pixel the size = 24 times 8 = 192 bits
    The same formula on small numbers: count the pixels, then multiply by the colour depth

    State the units you used. The mark scheme accepts $1\ \text{MB} = 10^{6}$ bytes (the SI prefix) or $1\ \text{MiB} = 1024 \times 1024$ bytes (the binary prefix), as long as your working shows which one; the same image is $18.0\ \text{MB}$ or $17.2\ \text{MiB}$. Add the size of the file header if the question gives one.

    A video is a sequence of bitmap images, each one a frame 帧. Before compression its size is the size of one frame $\times$ the frame rate 帧率 (frames per second) $\times$ the duration in seconds: 30 frames per second of $1920 \times 1080$ pixels at 24 bits is $30 \times 1920 \times 1080 \times 24 \approx 1.5 \times 10^{9}$ bits, about $187\ \text{MB}$, for every second. That is why video is always compressed.

    Changing settings

    • lower resolution → smaller file, less detail (looks blocky when enlarged).
    • lower colour depth → smaller file, but smooth shades show banding.
    • higher of either → larger file, better quality.
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    bitmap/ˈbɪtmæp/ bitmap
    pixel/ˈpɪksl/ piksel
    file header/faɪl ˈhedə/ header file
    colour depth/ˈkʌlə depθ/ kedalaman warna
    image resolution/ˈɪmɪdʒ ˌrezəˈluːʃn/ resolusi gambar
    screen resolution/skriːn ˌrezəˈluːʃn/ resolusi layar
    bit depth/bɪt depθ/ kedalaman bit
    frame/freɪm/ bingkai
    frame rate/freɪm reɪt/ laju bingkai
    1.2

    Vector graphics

    A vector graphic 矢量图形 stores the instructions to draw the image as a drawing list 绘图列表 — an ordered list of drawing objects 绘图对象 (geometric primitives 图元: lines, curves, polygons, circles). Each drawing object has properties 属性 such as colour, fill, line width and position (coordinates). To show it, the program renders 渲染 the drawing list at any resolution needed.

    A simple house drawing made from a rectangle body, triangle roof, circle window, door rectangle and a line, each labelled with its shape type and attributes
    A vector image is built from labelled geometric shapes, each with attributes

    Bitmap vs vector

    Task Better choice Why
    Photograph Bitmap Complex pixel-level detail can't be described as shapes.
    Logo, icon, sign Vector Sharp edges; scales to any size without blur.
    Engineering drawing Vector Precise geometry and scaling.
    Painting, texture Bitmap Smooth tonal detail per area.

    Vector advantage: it scales without losing quality — a vector logo stays sharp at any size, while a bitmap blurs when enlarged. Vector disadvantage: it cannot describe arbitrary pixel detail (photographs).

    A "justify" answer links the choice to the task. "The logo must appear on a business card and on a billboard, so it should be a vector graphic: it is stored as drawing objects and is re-rendered sharply at any size, whereas a bitmap would show its pixels when enlarged." For a photograph the argument runs the other way: there are no shapes to describe, so every pixel's colour must be stored.

    Side by side, both enlarged: a bitmap diagonal is a jagged staircase of pixels, while a vector diagonal stays a smooth straight line
    Enlarged, a bitmap's pixels turn jagged; a vector stays smooth at any size
    Explore · ⁨Jelajahi⁩

    Computing concept lab · ⁨Laboratorium konsep komputasi⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨Klasifikasikan contoh konkret berdasarkan ide komputasi yang ditunjukkannya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    vector graphic/ˈvektə ˈɡræfɪk/ grafik vektor
    drawing list/ˈdrɔːɪŋ lɪst/ daftar gambar
    drawing objects/ˈdrɔːɪŋ ˈɒbdʒekts/ objek gambar
    primitive/ˈprɪmɪtɪv/ primitif
    properties/ˈprɒpətiz/ properti
    render/ˈrendə/ render
    1.2

    Sound

    A continuous wave of analogue data 模拟数据 (the sound) is converted into digital data 数字数据 by sampling 采样:

    • sampling rate 采样率 — samples per second (Hz). CD quality is $44.1\ \text{kHz}$.
    • sampling resolution 采样分辨率 (bit depth) — bits per sample's amplitude 振幅. CD quality is 16 bits.
    A smooth analogue sound wave with vertical sample bars at regular time intervals, each bar reading the wave's amplitude
    Sampling a sound wave: its amplitude is read at each time interval

    File size

    $$\text{size in bits} = \text{sampling rate} \times \text{resolution} \times \text{duration} \times \text{channels}.$$

    A 10-second stereo CD clip: $44100 \times 16 \times 10 \times 2 = 14\,112\,000$ bits $\approx 1.68\ \text{MiB}$.

    Changing settings

    • higher sampling rate → captures higher pitches, larger file.
    • higher sample resolution → finer amplitude steps, less quantisation 量化 noise, larger file.
    • lower of either → smaller file, clear quality loss.

    (The sampling rate must be at least twice the highest frequency you want to keep.)

    A sound wave crossed by evenly spaced sample lines, one dot per sample, noted as sample rate = samples per second and Nyquist at least twice the highest frequency
    Sample rate is samples per second; the Nyquist rule is why it must be at least twice the highest frequency kept
    Explore · ⁨Jelajahi⁩

    Sound sampling · ⁨Pengambilan sampel suara⁩

    y = a sin(bt + c)

    Sampling measures a sound wave at regular intervals — a higher rate copies it more truly. · ⁨Pengambilan sampel mengukur gelombang suara pada interval teratur — tingkat yang lebih tinggi menyalinnya lebih akurat.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    analogue data/ˈænəlɒɡ ˈdeɪtə/ data analog
    digital data/ˈdɪdʒɪtl ˈdeɪtə/ data digital
    sampling/ˈsæmplɪŋ/ pencuplikan
    sampling rate/ˈsæmplɪŋ reɪt/ laju sampling
    sampling resolution/ˈsæmplɪŋ ˌrezəˈluːʃn/ resolusi sampling
    amplitude/ˈæmplɪtjuːd/ amplitudo
    sample resolution/ˈsæmpl ˌrezəˈluːʃn/ resolusi sampel
    quantisation/ˌkwɒntaɪˈzeɪʃn/ kuantisasi
    1.3

    Compression

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the need for and examples of the use of compression
    Show understanding of lossy and lossless compression and justify the use of a method in a given situation
    Show understanding of how a text file, bitmap image, vector graphic and sound file can be compressed Including the use of run-length encoding (RLE)
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman akan kebutuhan dan contoh penggunaan kompresi
    Tunjukkan pemahaman tentang kompresi lossy dan lossless serta justifikasi penggunaan metode tertentu dalam situasi yang diberikan
    Tunjukkan pemahaman tentang cara mengompresi file teks, gambar bitmap, grafik vektor, dan file suara Termasuk penggunaan pengkodean panjang run (RLE)

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Compression 压缩 reduces file size, saving storage and transmission bandwidth 带宽. Two kinds:

    • lossless 无损 — the original data is recovered exactly (text, programs, ZIP/PNG).
    • lossy 有损 — some detail is dropped for much smaller files (JPEG, MP3, video).

    When to use which

    • lossless for documents, source code, medical images — anything needing exact data.
    • lossy for streaming media. Real-time video streaming uses lossy compression because it must send huge amounts of data in real time over limited bandwidth; lossless would not shrink it enough. Raw HD video is gigabytes per minute, so without compression the picture would keep freezing.

    A "justify" answer names the method, then the reason from the situation: "Lossless, because the spreadsheet must be restored exactly; a single changed value would make the accounts wrong." Or: "Lossy, because the photographs are viewed on a phone screen where the dropped detail is not visible, and the smaller files upload faster and use less storage."

    Lossless methods

    • run-length encoding 行程编码 (RLE): store "the next $n$ values are $x$" instead of repeating $x$. Great for flat areas; useless for noisy data.
    • dictionary methods 字典编码 (ZIP, PNG): replace repeated byte sequences with a short reference. Good for text and code.
    • Huffman coding 霍夫曼编码: give short codes to common symbols and long codes to rare ones, bringing the average code length near the data's entropy 熵.

    How each kind of file is compressed:

    • text file: dictionary methods and Huffman coding turn repeated words and common characters into short codes. Text must stay lossless, because one changed character changes the meaning.
    • bitmap image: RLE for runs of identical pixels (icons, diagrams, black-and-white scans); lossy JPEG for photographs, or a lower colour depth or resolution.
    • vector graphic: the drawing list is already small; remove drawing objects that are not needed, store coordinates to fewer decimal places, or apply a lossless method such as ZIP to the file.
    • sound file: lossy MP3 or AAC removes what the ear cannot hear; a lower sampling rate or resolution is also lossy; lossless formats keep every sample and shrink the file much less.
    A 16-pixel row of 6 white, 4 black and 6 white cells; the three runs are bracketed and labelled 6W, 4B, 6W, so 16 pixels are stored as the 3 runs 6W 4B 6W
    Run-length encoding on a single row: 16 pixels become 3 runs
    An 8 by 8 black-and-white grid showing the letter F, with each row's binary pattern and its shorter run-length code listed beside it
    Run-length encoding of the letter F in an $8\times8$ black-and-white grid
    Dictionary coding worked through: the source ABC ABC ABC XYZ, a dictionary in which 1 stands for ABC and 2 stands for XYZ, and the encoded stream 1 1 1 2
    Dictionary coding: each repeated sequence is stored once, and every occurrence becomes a short index
    Huffman coding worked through on the word BANANA: the letter counts A 3, N 2 and B 1, the code tree built from them, and the resulting codes A = 0, B = 10, N = 11
    Huffman coding: the commonest symbol gets the shortest code, so BANANA needs 10 bits instead of 12

    Lossy methods

    • images (JPEG): drop fine detail and colour differences the eye barely sees.
    • sound (MP3, AAC): drop pitches we hear less well, and quiet sounds hidden by louder ones.
    • video combines spatial 空间 compression (within each frame, like JPEG) with temporal 时间 compression (most frames store only the differences from the previous frame).
    A tree classifying compression into lossless (RLE, dictionary/ZIP/PNG, Huffman) and lossy (JPEG images, MP3/AAC sound, video) with examples under each branch
    Compression methods: lossless versus lossy, with common examples
    Explore · ⁨Jelajahi⁩

    Run-length encoding · ⁨Pengkodean panjang rentang⁩

    Watch a run of repeated symbols get squashed into a count — simple lossless compression. · ⁨Saksikan deretan simbol berulang tertekan menjadi jumlah — kompresi tanpa kehilangan sederhana.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    compression/kəmˈpreʃn/ pemampatan
    bandwidth/ˈbændwɪdθ/ lebar pita
    lossless/ˈlɒsləs/ tanpa kehilangan
    lossy/ˈlɒsi/ dengan kehilangan
    run-length encoding/rʌn leŋθ enˈkəʊdɪŋ/ run-length encoding
    dictionary methods/ˈdɪkʃənəri ˈmeθədz/ metode kamus
    Huffman coding/ˈhʌfmən ˈkəʊdɪŋ/ pengkodean Huffman
    entropy/ˈentrəpi/ entropi
    spatial/ˈspeɪʃl/ spasial
    temporal/ˈtempərəl/ temporal
    Watch lesson · ⁨Tonton pelajaran⁩
    1.3

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    bit a single binary digit, 0 or 1
    byte a group of 8 bits
    binary prefix a multiplier that is a power of 2 (kibi = 1024) rather than a power of 10 (kilo = 1000)
    two's complement a way of representing signed integers in which the most significant bit has a negative place value
    overflow the result of a calculation is too large to be represented in the number of bits available
    Binary Coded Decimal each denary digit is stored as its own 4-bit binary pattern
    character set the set of characters a computer can represent, each with its own binary code
    pixel the smallest element of a bitmap image, storing one colour value
    image resolution the number of pixels in an image, given as width by height
    screen resolution the number of pixels a display can show, given as width by height
    colour depth the number of bits used to store the colour of one pixel
    sampling rate the number of samples of the sound taken per second
    sampling resolution the number of bits used to store the amplitude of one sample
    lossless compression compression from which the original data can be recovered exactly
    lossy compression compression that permanently removes some data, so the original cannot be recovered
    run-length encoding replacing a run of repeated values with one value and a count
    1.3

    Exam tips

    • Show working for base conversions: denary → binary by place values, binary → hexadecimal in nibbles (groups of 4 bits).
    • For two's complement the MSB is negative; to negate, invert and add 1; watch for overflow when the sign bit flips wrongly.
    • Distinguish bitmap (pixels; file size $=$ width $\times$ height $\times$ colour depth) from vector (drawing commands; scales without loss).
    • Sound file size depends on sample rate $\times$ bit depth $\times$ time — more of each means better quality but a bigger file.
    • Compare lossless vs lossy compression and give a use for each.

    Common mistakes

    • Explaining an overflow with "the answer was greater than 255" or "it has 9 bits". State the word size the question gave, then say the result cannot be represented in it.
    • Making a negative number by setting the top bit to 1 and leaving the rest (sign and magnitude). Two's complement means invert every bit of the positive value, then add 1.
    • Forgetting to pad a converted number to the register width the question asks for.
    • Mixing bits and bytes in a file-size calculation. Work in bits, divide by 8 once, and say whether you used 1000 or 1024.
    • Answering "describe" in everyday words ("the picture gets worse"). Use the syllabus terms: fewer colours, banding, lower image resolution, larger pixels.
  • 2

    Communication · ⁨Komunikasi⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    2.1

    Networks: purpose and benefits · ⁨Jaringan: tujuan dan manfaat⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the purpose and benefits of networking devices
    Show understanding of the characteristics of a LAN (local area network) and a WAN (wide area network)
    Explain the client-server and peer-to-peer models of networked computers Roles of the different computers within the network and subnetwork models Benefits and drawbacks of each model Justify the use of a model for a given situation
    Show understanding of thin-client and thick-client and the differences between them
    Show understanding of the bus, star, mesh and hybrid topologies Understand how packets are transmitted between two hosts for a given topology Justify the use of a topology for a given situation
    Show understanding of cloud computing Including the use of public and private clouds Benefits and drawbacks of cloud computing
    Show understanding of the differences between and implications of the use of wireless and wired networks Describe the characteristics of copper cable, fibre-optic cable, radio waves (including WiFi), microwaves, satellites
    Describe the hardware that is used to support a LAN Including switch, server, Network Interface Card (NIC), Wireless Network Interface Card (WNIC), Wireless Access Points (WAP), cables, bridge, repeater
    Describe the role and function of a router in a network
    Show understanding of Ethernet and how collisions are detected and avoided Including Carrier Sense Multiple Access/Collision Detection (CSMA/CD)
    Show understanding of bit streaming Methods of bit streaming, i.e. real-time and on-demand Importance of bit rates broadband speed on bit streaming
    Show understanding of the differences between the World Wide Web (WWW) and the internet
    Describe the hardware that is used to support the internet Including modems, PSTN (Public Switched Telephone Network), dedicated lines, cell phone network
    Explain the use of IP addresses in the transmission of data over the internet Including: • format of an IP address including IPv4 and IPv6 • use of subnetting in a network • how an IP address is associated with a device on a network • difference between a public IP address and a private IP address and the implications for security • difference between a static IP address and a dynamic IP address
    Explain how a Uniform Resource Locator (URL) is used to locate a resource on the World Wide Web (WWW) and the role of the Domain Name Service (DNS)
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang tujuan dan manfaat perangkat jaringan
    Tunjukkan pemahaman tentang karakteristik LAN (local area network) dan WAN (wide area network)
    Jelaskan model client-server dan peer-to-peer komputer terjaring Peran komputer yang berbeda dalam model jaringan dan subnetwork Manfaat dan kekurangan setiap model Justifikasi penggunaan model untuk situasi tertentu
    Tunjukkan pemahaman tentang thin-client dan thick-client serta perbedaannya
    Tunjukkan pemahaman tentang topologi bus, star, mesh dan hybrid Pahami bagaimana paket ditransmisikan antara dua host untuk topologi tertentu Justifikasi penggunaan topologi untuk situasi tertentu
    Tunjukkan pemahaman tentang cloud computing Termasuk penggunaan cloud publik dan pribadi Manfaat dan kekurangan cloud computing
    Tunjukkan pemahaman tentang perbedaan dan implikasi penggunaan jaringan nirkabel dan berkabel Jelaskan karakteristik kabel tembaga, kabel serat optik, gelombang radio (termasuk WiFi), microwave, satelit
    Deskripsikan hardware yang digunakan untuk mendukung LAN Termasuk switch, server, Network Interface Card (NIC), Wireless Network Interface Card (WNIC), Wireless Access Points (WAP), kabel, bridge, repeater
    Deskripsikan peran dan fungsi router dalam jaringan
    Tunjukkan pemahaman tentang Ethernet dan bagaimana tabrakan dideteksi dan dihindari Termasuk Carrier Sense Multiple Access/Collision Detection (CSMA/CD)
    Tunjukkan pemahaman tentang bit streaming Metode bit streaming, yaitu real-time dan on-demand Pentingnya bit rates kecepatan broadband pada bit streaming
    Tunjukkan pemahaman tentang perbedaan antara World Wide Web (WWW) dan internet
    Deskripsikan hardware yang digunakan untuk mendukung internet Termasuk modems, PSTN (Public Switched Telephone Network), dedicated lines, jaringan seluler
    Jelaskan penggunaan IP addresses dalam transmisi data melalui internet Termasuk: • format IP address termasuk IPv4 dan IPv6 • penggunaan subnetting dalam jaringan • bagaimana IP address dikaitkan dengan perangkat dalam jaringan • perbedaan antara public IP address dan private IP address dan implikasinya untuk keamanan • perbedaan antara static IP address dan dynamic IP address
    Jelaskan bagaimana Uniform Resource Locator (URL) digunakan untuk menemukan sumber daya di World Wide Web (WWW) dan peran Domain Name Service (DNS)

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    A network 网络 is a set of computing devices connected so they can communicate and share resources. Benefits:

    • sharing resources (printers, file servers, internet) — cheaper than equipping each computer.
    • sharing data — many users access the same files.
    • central management — install software, manage users and back up once on a server.
    • communication — email, video calls, messaging.
    • remote access — work from anywhere.
    Bahasa Indonesia

    Sebuah jaringan adalah serangkaian perangkat komputasi yang terhubung agar dapat berkomunikasi dan berbagi sumber daya. Manfaat:

    • berbagi sumber daya (printer, server file, internet) — lebih murah daripada membekali setiap komputer.
    • berbagi data — banyak pengguna mengakses file yang sama.
    • manajemen terpusat — instal software, kelola pengguna, dan buat backup sekali di server.
    • komunikasi — email, panggilan video, pesan instan.
    • akses jarak jauh — bekerja dari mana saja.
    Explore · ⁨Jelajahi⁩

    Network route lab · ⁨Lab rute jaringan⁩

    Follow data from a device through network hardware and protocols. · ⁨Ikuti data dari perangkat melalui perangkat keras dan protokol jaringan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    server/ˈsɜːvə/ server
    internet/ˈɪntənet/ internet
    hub/hʌb/ hub
    2.1

    LAN vs WAN

    English

    A local area network 局域网 (LAN) covers a small area — a home, office or school, usually owned by the organisation, with high data rates and low latency 延迟.

    A wide area network 广域网 (WAN) covers a large area — a city, country, or the world (the internet is the largest WAN). It uses telecom-company infrastructure — often the Public Switched Telephone Network 公共交换电话网 (PSTN), leased lines or fibre — with lower data rates and higher latency. A WAN connects LANs together.

    For "give two characteristics of a LAN": it covers a small geographical area (one site or building); the hardware is owned by the organisation, not leased from a telecom company; it connects through its own switches, cables and access points. For "two ways a WAN is different": it covers a large geographical area; it uses third-party (leased or public) infrastructure; data rates are lower and latency higher; it usually joins several LANs. A school on one site is a LAN; a company with offices in two cities needs a WAN, with a leased line or the internet between the sites. Justify the choice with the area covered and who owns the links.

    Bahasa Indonesia

    Sebuah local area network (LAN) mencakup area kecil — rumah, kantor, atau sekolah, biasanya dimiliki oleh organisasi, dengan laju data tinggi dan latensi rendah.

    Sebuah wide area network (WAN) mencakup area besar — kota, negara, atau dunia (internet adalah WAN terbesar). Ia menggunakan infrastruktur perusahaan telekomunikasi — sering kali Public Switched Telephone Network (PSTN), leased line, atau fiber — dengan laju data lebih rendah dan latensi lebih tinggi. WAN menghubungkan LAN bersama-sama.

    Untuk "berikan dua karakteristik LAN": mencakup area geografis kecil (satu lokasi atau gedung); perangkat keras dimiliki oleh organisasi, bukan disewa dari perusahaan telekomunikasi; terhubung melalui switch, kabel, dan titik akses miliknya sendiri. Untuk "dua cara WAN berbeda": mencakup area geografis besar; menggunakan infrastruktur pihak ketiga (disewa atau publik); laju data lebih rendah dan latensi lebih tinggi; biasanya menggabungkan beberapa LAN. Sekolah di satu lokasi adalah LAN; perusahaan dengan kantornya di dua kota memerlukan WAN, dengan leased line atau internet di antara kedua lokasi. Justifikasikan pilihan tersebut dengan area yang diliputi dan siapa yang owns link-nya.

    Beberapa situs LAN tersebar di area besar, masing-masing terhubung melalui cloud WAN carrier pusat, dengan satu leased line langsung antara dua situs yang berjauhan
    Wide-area network menghubungkan banyak sistem melintasi area luas
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    network/ˈnetwɜːk/ jaringan
    local area network/ˈləʊkl ˈeərɪə ˈnetwɜːk/ jaringan area lokal
    latency/ˈleɪtənsi/ latensi
    wide area network/waɪd ˈeərɪə ˈnetwɜːk/ jaringan area luas
    Public Switched Telephone Network/ˈpʌblɪk swɪtʃt ˈtelɪfəʊn ˈnetwɜːk/ Jaringan Telepon Beralih Publik
    switch/swɪtʃ/ saklar
    2.1

    Client-server and peer-to-peer · ⁨Client-server dan peer-to-peer⁩

    English

    Client-server

    • powerful machines act as servers 服务器, providing services (files, web pages, email).
    • other machines are clients 客户端 that request services.
    • central and easy to manage, but the server is a single point of failure unless backed up.

    Peer-to-peer (P2P)

    • all machines are equal peers; each can be both client and server (peer-to-peer 对等网络).
    • resources are spread across the peers — no central server. Robust to one failure, but harder to keep secure and consistent.

    Choosing a model. Client-server suits a school or a business: files are stored and backed up centrally, a user logs in with one account from any machine, software and security are managed once, and the server can be a powerful machine. The drawbacks are the cost of the server and of a technician, and that the server is a single point of failure. Peer-to-peer suits a few friends sharing files or a game: no server to buy, easy to set up, and each user keeps control of their own machine. The drawbacks the scheme lists: files are spread across many machines, so they are hard to back up and a file is unavailable when its owner's machine is off; each machine must be secured separately; and a peer that serves the others slows down. An online game played through a web browser with other users is the client-server model: the browser is the client, and the game and its shared virtual world run on the company's server, which keeps every player's view consistent.

    Bahasa Indonesia

    Client-server

    • mesin kuat bertindak sebagai server, menyediakan layanan (file, halaman web, email).
    • mesin lain adalah client yang meminta layanan.
    • Terpusat dan mudah dikelola, tetapi server adalah single point of failure kecuali dibackup.
    Desktop, laptop, dan tablet client mengirim permintaan melalui internet ke satu server pusat, yang mengirimkan balasan kembali
    Dalam jaringan client-server, client meminta layanan dari server pusat

    Peer-to-peer (P2P)

    • semua mesin adalah rekan setara; setiap mesin dapat berfungsi sebagai klien dan server (peer-to-peer).
    • sumber daya disebar di antara para rekan — tidak ada server pusat. Tahan terhadap satu kegagalan, tetapi lebih sulit dijaga keamanannya dan konsistensinya.

    Memilih model. Klien-server cocok untuk sekolah atau bisnis: file disimpan dan dicadangkan secara terpusat, pengguna masuk dengan satu akun dari mesin mana pun, perangkat lunak dan keamanan dikelola sekali, dan server bisa menjadi mesin yang kuat. Kekurangannya adalah biaya server dan teknisi, serta bahwa server merupakan titik kegagalan tunggal. Peer-to-peer cocok untuk beberapa teman yang berbagi file atau permainan: tidak perlu membeli server, mudah diatur, dan setiap pengguna tetap mengendalikan mesinnya sendiri. Kekurangan skema ini: file tersebar di banyak mesin, sehingga sulit dicadangkan dan file tidak tersedia saat mesin pemiliknya mati; setiap mesin harus diamankan terpisah; dan seorang rekan yang melayani rekan lain akan memperlambat kecepatan. Permainan online melalui browser web dengan pengguna lain menggunakan model klien-server: browser adalah klien, dan permainan beserta dunia virtual bersamaannya berjalan di server perusahaan, yang menjaga konsistensi tampilan setiap pemain.

    Enam komputer peer dalam sebuah cincin, masing-masing terhubung langsung ke setiap peer lainnya, tanpa server pusat; setiap peer bertindak sebagai klien sekaligus server
    Dalam jaringan peer-to-peer, setiap simpul adalah klien sekaligus server
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    client/ˈklaɪənt/ klien
    peer-to-peer/pɪə tə pɪə/ peer-to-peer
    2.1

    Thin and thick clients · ⁨Klien tipis dan tebal⁩

    English

    A thin client 瘦客户端 does little processing locally and relies on a powerful server (web terminals, remote desktops). A thick client 胖客户端 has strong local processing and storage and runs full applications itself (a normal desktop PC).

    Feature Thin client Thick client
    Local processing minimal substantial
    Local storage minimal substantial
    Reliance on network high lower
    Server load high lower

    The roles: in a thin-client model the server does the processing and stores the data, and the client only sends input and shows the output. A cheap terminal is enough, and everything is backed up and updated on the server, but nothing works if the network or the server fails. In a thick-client model the client runs the software and stores files itself, so it can work with no network connection and puts less load on the server, at the cost of more powerful (and more expensive) clients that must each be updated and secured. A school computer room can run thin clients (cheap, centrally managed); a video editor needs a thick client.

    Bahasa Indonesia

    Sebuah klien tipis melakukan pemrosesan lokal yang sedikit dan bergantung pada server yang kuat (terminal web, desktop jarak jauh). Sebuah klien tebal memiliki pemrosesan dan penyimpanan lokal yang kuat serta menjalankan aplikasi penuh secara mandiri (PC desktop biasa).

    Fitur Klien tipis Klien tebal
    Pemrosesan lokal minimal signifikan
    Penyimpanan lokal minimal signifikan
    Ketergantungan pada jaringan tinggi lebih rendah
    Beban server tinggi lebih rendah

    Peran-peran: dalam model klien-tipis, server melakukan pemrosesan dan menyimpan data, sementara klien hanya mengirim input dan menampilkan output. Terminal murah sudah cukup, dan semuanya dicadangkan serta diperbarui di server, namun tidak ada yang bekerja jika jaringan atau server gagal. Dalam model klien-tebal, klien menjalankan perangkat lunak dan menyimpan file sendiri, sehingga dapat bekerja tanpa koneksi jaringan dan memberikan beban lebih ringan pada server, dengan pengorbanan klien yang lebih kuat (dan lebih mahal) yang harus diperbarui dan diamankan secara individual. Ruang komputer sekolah dapat menggunakan klien tipis (murah, dikelola terpusat); seorang editor video memerlukan klien tebal.

    2.1

    Network topologies · ⁨Topologi jaringan⁩

    English

    The topology 拓扑 is how the nodes and links are arranged.

    • bus 总线 — all devices on one shared cable. Cheap; the whole LAN fails if the bus fails; performance drops as more devices share the bandwidth 带宽.
    • star 星形 — every device connects to a central switch. One device failing does not affect others; the switch failing brings all down. Most common today.
    • mesh 网状 — every device links directly to others, with many paths. Very fault-tolerant 容错 (traffic reroutes) but needs lots of cabling.
    • hybrid — a mix (a star in each office, mesh links between offices).

    How packets travel in each topology

    Bus: the sending device puts the packet on the shared cable; every device sees it, and only the one whose address matches accepts it. Only one device can transmit at a time, so collisions happen (CSMA/CD, below). Star: the sender passes the packet to the central switch, which reads the destination address and forwards it only down the cable to that device; two other devices can talk at the same time. Mesh: the packet is passed from node to node along one of several possible routes until it reaches the destination; if a link fails, another route is used.

    To justify a topology: a star for a classroom or an office (a failed cable affects one device; a device is easy to add; with a switch there are no collisions); a mesh where reliability matters most (a hospital, the internet's backbone); a bus only where cost matters and few devices share it. "Draw the star topology" means: the switch in the middle, one line from the switch to each computer, and the server (and the router, if there is one) on their own lines to the switch.

    Bahasa Indonesia

    Topologi adalah cara simpul dan tautan tersusun.

    • bus — semua perangkat terhubung pada satu kabel bersama. Murah; jika bus gagal, seluruh LAN mati; kinerja menurun semakin banyak perangkat berbagi pita lebar.
    • bintang — setiap perangkat terhubung ke switch sentral. Kegagalan satu perangkat tidak mempengaruhi yang lain; kegagalan switch membuat semuanya mati. Paling umum digunakan saat ini.
    • jaring — setiap perangkat terhubung langsung ke perangkat lain, dengan banyak jalur. Sangat tahan terhadap gangguan (lalu lintas dialihkan) tetapi memerlukan banyak kabel.
    • hibrida — campuran (bintang di setiap kantor, tautan jaring antar kantor).
    Enam komputer yang masing-masing terhubung dengan kabel drop ke satu kabel backbone bersama, dengan blok terminator di setiap ujung
    Topologi Bus: semua perangkat berbagi satu kabel dengan terminator di setiap ujung
    Lima komputer yang masing-masing terhubung dengan kabel dedikasinya sendiri ke hub atau switch pusat
    Topologi Star: setiap perangkat terhubung ke hub atau switch pusat

    Enam komputer dalam cincin dengan kabel langsung antara setiap pasangan perangkat *Topologi Mesh: setiap perangkat terhubung langsung ke perangkat lainnya

    Tiga klaster star, masing-masing berupa switch dengan komputernya sendiri, semuanya dihubungkan oleh satu bus backbone bersama dengan terminator di setiap ujung Untuk membenarkan pemilihan topologi: bintang untuk ruang kelas atau kantor (kabel yang gagal hanya mempengaruhi satu perangkat; perangkat mudah ditambahkan; dengan switch tidak ada tabrakan); jaring di mana keandalan paling penting (rumah sakit, tulang punggung internet); bus hanya di mana biaya menjadi pertimbangan dan sedikit perangkat yang membaginya. "Gambarlah topologi bintang" berarti: switch di tengah, satu garis dari switch ke setiap komputer, dan server (dan router, jika ada) pada garis tersendiri ke switch.

    Bagaimana paket berjalan di setiap topologi

    Komputasi awan menyediakan layanan komputasi (server, penyimpanan, perangkat lunak) melalui internet, dihosting oleh pihak ketiga. Manfaat: skalabilitas (bayar sesuai kebutuhan), biaya lebih rendah, akses dari mana saja, dan pusat data andalan yang redundan. Kekurangan: membutuhkan internet, data Anda disimpan oleh pihak ketiga, dan kemungkinan terkunci pada vendor.

    Untuk membenarkan pemilihan topologi: star untuk ruang kelas atau kantor (kabel yang rusak hanya memengaruhi satu perangkat; perangkat mudah ditambahkan; dengan switch tidak ada tabrakan); mesh di mana keandalan adalah prioritas utama (rumah sakit, backbone internet); bus hanya di mana biaya menjadi faktor dan sedikit perangkat yang membaginya. "Gambarlah topologi star" berarti: switch di tengah, satu garis dari switch ke setiap komputer, dan server (dan router, jika ada) pada garis terpisah menuju switch.

    Explore · ⁨Jelajahi⁩

    Compare the network topologies · ⁨Bandingkan topologi jaringan⁩

    Tap through the four topologies. Each trades off cost, speed and how well it survives a failure — notice what breaks the whole network in each one. · ⁨Klik pada keempat topologi. Setiapnya memiliki kompromi antara biaya, kecepatan, dan ketahanan terhadap kegagalan — perhatikan apa yang menyebabkan seluruh jaringan mati pada masing-masing.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    topology/təˈpɒlədʒi/ topologi
    bus/bʌs/ bus
    star/stɑː/ bintang
    mesh/meʃ/ jaring
    fault-tolerant/fɒlt ˈtɒlərənt/ toleransi kesalahan
    router/ˈruːtə/ router
    2.1

    Cloud computing · ⁨Komputasi awan⁩

    English

    Cloud computing 云计算 delivers computing services (servers, storage, software) over the internet, hosted by a third party. Benefits: scalability 可扩展性 (pay for what you need), lower cost, access from anywhere, and reliable redundant data centres. Drawbacks: needs internet, your data is held by a third party, and possible vendor lock-in.

    For the one-mark definition: cloud computing is on-demand computing services (storage, processing, software) provided over the internet by a third party. A public cloud 公有云 is owned by a provider and shared by many customers over the internet; a private cloud 私有云 is dedicated to one organisation, on its own hardware or hosted for it alone. Benefits the scheme accepts: files are accessible from any device with an internet connection; storage scales up and down as needed; the provider handles the hardware, backups and security updates; there is no local server to buy or maintain. Drawbacks: no access without an internet connection; the data is on a third party's hardware, so security and privacy depend on the provider; an ongoing subscription cost; the provider could fail or be attacked; large files may be slow to transfer. A "why does the company use a public cloud" answer says that they need no hardware of their own, pay only for what they use, and their users can reach it from anywhere.

    Bahasa Indonesia

    Komputasi awan menyediakan layanan komputasi (server, penyimpanan, perangkat lunak) melalui internet, yang dihosting oleh pihak ketiga. Manfaat: skalabilitas (bayar sesuai kebutuhan), biaya lebih rendah, akses dari mana saja, dan pusat data andalan yang redundan. Kekurangan: memerlukan internet, data Anda disimpan oleh pihak ketiga, dan kemungkinan ketergantungan vendor.

    Untuk definisi bernilai satu: komputasi awan adalah layanan komputasi sesuai permintaan (penyimpanan, pemrosesan, perangkat lunak) yang disediakan oleh pihak ketiga melalui internet. Awan publik dimiliki oleh penyedia dan digunakan bersama oleh banyak pelanggan melalui internet; awan pribadi didedikasikan untuk satu organisasi, pada perangkat kerasnya sendiri atau di-hosting khusus untuknya. Manfaat yang diterima skema ini: file dapat diakses dari perangkat apa pun dengan koneksi internet; penyimpanan dapat disesuaikan naik turun sesuai kebutuhan; penyedia menangani perangkat keras, backup, dan pembaruan keamanan; tidak ada server lokal yang perlu dibeli atau dijaga. Kekurangan: tidak ada akses tanpa koneksi internet; data berada di perangkat keras pihak ketiga, sehingga keamanan dan privasi bergantung pada penyedia; biaya berlangganan berkelanjutan; penyedia bisa gagal atau diserang; file besar mungkin lambat ditransfer. Jawaban "mengapa perusahaan menggunakan awan publik" menyatakan bahwa mereka tidak memerlukan perangkat keras sendiri, hanya membayar untuk apa yang digunakan, dan pengguna mereka dapat menjangkaunya dari mana saja.

    2.1

    Wired vs wireless · ⁨Kabel vs Nirkabel⁩

    English
    • wired (Ethernet 以太网 over twisted-pair 双绞线 or fibre-optic 光纤): higher speed, lower latency, fewer errors, more secure.
    • wireless (Wi-Fi, Bluetooth, cellular): no cables, devices can move, but slower, prone to interference and eavesdropping.

    For the same generation, wired wins on speed and reliability; wireless wins on convenience.

    Transmission media

    Medium Characteristics
    copper cable (twisted pair, coaxial) cheap and easy to install; carries an electrical signal; affected by electromagnetic interference; the signal weakens with distance, so repeaters are needed; lower bandwidth than fibre
    fibre-optic cable light pulses in a glass core; very high bandwidth; long distances without repeaters; immune to interference; hard to tap, so secure; expensive and needs skilled installation
    radio waves (including WiFi) no cable, so devices can move; a range of tens of metres, weakened by walls; a shared frequency, so interference and lower speed; can be intercepted, so needs encryption
    microwaves higher-frequency radio for point-to-point links; needs a line of sight; affected by rain and buildings; high bandwidth
    satellites reach remote areas and the whole globe; a long delay (latency), because the signal travels to orbit and back; affected by weather; expensive

    The exam asks for the comparison in both directions. Wired beats wireless on speed, reliability (no interference), security (a cable must be physically tapped) and consistency; wireless beats wired on mobility, the cost of installation, and adding a device without cabling. Allowing both lets students move around with laptops and phones while the fixed desktops keep the faster, more secure connection, and a device with no network port can still connect. Satellite instead of copper reaches places no cable can, but with more delay, weather interference and higher cost.

    Bahasa Indonesia
    • kabel (Ethernet melalui twisted-pair atau serat optik): kecepatan lebih tinggi, latensi lebih rendah, lebih sedikit kesalahan, lebih aman.
    • nirkabel (Wi-Fi, Bluetooth, seluler): tanpa kabel, perangkat dapat bergerak, tetapi lebih lambat, rentan terhadap gangguan dan penyadapan.

    Untuk generasi yang sama, kabel unggul dalam kecepatan dan keandalan; nirkabel unggul dalam kenyamanan.

    Media Transmisi

    Media Karakteristik
    kabel tembaga (twisted pair, koaksial) murah dan mudah dipasang; membawa sinyal listrik; terpengaruh oleh interferensi elektromagnetik; sinyal melemah seiring jarak, sehingga penguat ulang diperlukan; bandwidth lebih rendah daripada serat optik
    kabel serat optik denyut cahaya dalam inti kaca; bandwidth sangat tinggi; jarak jauh tanpa penguat ulang; kebal terhadap gangguan; sulit disadap, sehingga aman; mahal dan memerlukan instalasi terampil
    gelombang radio (termasuk WiFi) tanpa kabel, sehingga perangkat dapat bergerak; jangkauan puluhan meter, melemah oleh dinding; frekuensi bersama, sehingga terjadi gangguan dan kecepatan lebih rendah; dapat disadap, sehingga memerlukan enkripsi
    gelombang mikro radio berfrekuensi tinggi untuk tautan titik-ke-titik; memerlukan garis pandang; terpengaruh oleh hujan dan bangunan; bandwidth tinggi
    satelit menjangkau daerah terpencil dan seluruh globe; penundaan panjang (latensi), karena sinyal menempuh orbit dan kembali; terpengaruh cuaca; mahal

    Ujian meminta perbandingan dalam kedua arah. Kabel mengalahkan nirkabel dalam hal kecepatan, keandalan (tanpa gangguan), keamanan (kabel harus disadap secara fisik) dan konsistensi; nirkabel mengalahkan kabel dalam mobilitas, biaya instalasi, dan penambahan perangkat tanpa kabling. Memungkinkan keduanya memungkinkan siswa bergerak dengan laptop dan ponsel sementara desktop tetap mempertahankan koneksi yang lebih cepat dan aman, serta perangkat tanpa port jaringan masih dapat terhubung. Satelit sebagai pengganti tembaga mencapai tempat yang tidak bisa dijangkau kabel, namun dengan penundaan lebih lama, gangguan cuaca, dan biaya lebih tinggi.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    bandwidth/ˈbændwɪdθ/ lebar pita
    ethernet/ˈiːθənet/ ethernet
    twisted-pair/ˈtwɪstɪd peə/ pasangan belit
    fibre-optic/ˈfaɪbə ˈɒptɪk/ serat optik
    2.1

    LAN hardware · ⁨Perangkat Keras LAN⁩

    English
    • network interface card 网络接口卡 (NIC) — lets a device send and receive on the network; has a unique MAC address MAC地址 (a 48-bit hardware address). A wireless device uses a wireless network interface card 无线网络接口卡 (WNIC).
    • switch 交换机 — forwards Ethernet frames only to the port for the destination MAC address.
    • hub 集线器 — a simpler device that copies traffic to all ports (now obsolete).
    • wireless access point 无线接入点 (WAP) — lets wireless clients join a wired LAN.
    • cabling — twisted-pair for short runs; fibre-optic for longer, faster runs.
    • server — a computer that provides a service to the other devices: files, printing, web pages, email storage.
    • bridge 网桥 — joins two LAN segments into one network, passing traffic between them.
    • repeater 中继器 — receives a weakened signal and retransmits it at full strength, to extend a cable's reach.

    A WNIC's functions, for a four-mark describe: it converts the data into radio signals and back; it carries the device's unique MAC address; it connects the device to a wireless access point and follows the wireless protocol (which channel and frequency to use); and it decodes the incoming signals for the device. Two devices that can physically connect thirty computers with NICs: a switch, or a hub.

    Bahasa Indonesia
    • kartu antarmuka jaringan (NIC) — memungkinkan perangkat mengirim dan menerima di jaringan; memiliki alamat MAC unik (alamat perangkat keras 48-bit). Perangkat nirkabel menggunakan kartu antarmuka jaringan nirkabel (WNIC).
    • switch — meneruskan bingkai Ethernet hanya ke port untuk alamat MAC tujuan.
    • hub — perangkat sederhana yang menyalin lalu lintas ke semua port (sekarang usang).
    • titik akses nirkabel (WAP) — memungkinkan klien nirkabel bergabung dengan LAN berkabel.
    • kabling — twisted-pair untuk jarak pendek; serat optik untuk jarak lebih panjang dan lebih cepat.
    • server — komputer yang menyediakan layanan kepada perangkat lainnya: file, pencetakan, halaman web, penyimpanan email.
    • jembatan (bridge) — menggabungkan dua segmen LAN menjadi satu jaringan, meneruskan lalu lintas di antaranya.
    • penguat ulang (repeater) — menerima sinyal yang melemah dan mentransmisikannya kembali dengan kekuatan penuh, untuk memperluas jangkauan kabel.

    Fungsi WNIC, untuk deskripsi bernilai empat: mengubah data menjadi sinyal radio dan sebaliknya; membawa alamat MAC unik perangkat; menghubungkan perangkat ke titik akses nirkabel dan mengikuti protokol nirkabel (saluran dan frekuensi apa yang digunakan); serta mengkodekan ulang sinyal masuk untuk perangkat. Dua perangkat yang dapat menghubungkan secara fisik tiga puluh komputer dengan NIC: switch, atau hub.

    Switch Ethernet gigabit 5-port di latar belakang putih, dengan lima port RJ-45 bernomor di bagian depan dan lampu daya
    Switch jaringan: kabel setiap perangkat dicolokkan ke salah satu portnya
    Kabel patch Ethernet berwarna hitam di atas latar belakang putih, dengan colokan RJ-45 di setiap ujung yang menunjukkan kontak logam emas dan klip pengunci
    Steker RJ-45 pada kabel Ethernet twisted-pair
    Frame yang ditujukan ke komputer C tiba di switch, yang kemudian meneruskannya keluar melalui port untuk C saja, meninggalkan kabel ke A, B, dan D tidak terpakai
    Switch mengirimkan setiap bingkai hanya ke port untuk tujuannya
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    repeater/rɪˈpiːtə/ penguat ulang
    network interface card/ˈnetwɜːk ˈɪntəfeɪs kɑːd/ kartu antarmuka jaringan
    MAC address/mæk əˈdres/ Alamat MAC
    wireless network interface card/ˈwaɪələs ˈnetwɜːk ˈɪntəfeɪs kɑːd/ kartu antarmuka jaringan nirkabel
    wireless access point/ˈwaɪələs ˈækses pɔɪnt/ titik akses nirkabel
    bridge/brɪdʒ/ jembatan
    2.1

    Routers · ⁨Router⁩

    English

    A router 路由器 connects different networks and forwards data between them — usually at the boundary of a LAN and the internet. It does:

    • forwarding — reads each packet 数据包's destination IP address IP地址 and sends it out the right port, using a routing table 路由表.
    • network address translation 网络地址转换 (NAT) — lets many private LAN addresses share one public IP.
    • DHCP 动态主机配置协议 — hands out private IP addresses to LAN devices.
    • firewall 防火墙 — blocks unwanted incoming traffic.

    In packet switching 分组交换 a message is split into packets that are sent independently. Each router reads a packet's destination IP address, looks up the next hop in its routing table and forwards it, so the packets of one message may take different routes and are reassembled in order at the destination. A router does receive packets, forward them between networks and hand out IP addresses; it does not find the IP address for a URL (DNS does that) and it does not store web pages. A home router also contains the modem and the wireless access point, so one box connects the LAN to the internet.

    Bahasa Indonesia

    Sebuah router menghubungkan jaringan berbeda dan meneruskan data di antaranya — biasanya di batas LAN dan internet. Router melakukan:

    • penerusan — membaca alamat IP tujuan setiap paket dan mengirimkannya keluar melalui port yang tepat, menggunakan tabel routing.
    • terjemahan alamat jaringan (NAT) — memungkinkan banyak alamat LAN privat berbagi satu IP publik.
    • DHCP — memberikan alamat IP privat ke perangkat LAN.
    • wallfire — memblokir lalu lintas masuk yang tidak diinginkan.

    Dalam packet switching, pesan dibagi menjadi paket-paket yang dikirim secara independen. Setiap router membaca alamat IP tujuan sebuah paket, melihat next hop (penerus) berikutnya dalam tabel rutenya, dan meneruskannya, sehingga paket-paket dari satu pesan mungkin mengambil rute berbeda dan disusun kembali sesuai urutan di tujuan. Router menerima paket, meneruskannya antar jaringan, dan mendistribusikan alamat IP; namun ia tidak mencari alamat IP untuk URL (DNS melakukan itu), dan tidak menyimpan halaman web. Router rumah juga berisi modem dan titik akses nirkabel, sehingga satu perangkat menghubungkan LAN ke internet.

    Jaringan LAN tiga komputer dan server terhubung ke switch, yang terhubung melalui router ke internet dan LAN atau WAN lain
    Router menghubungkan LAN ke internet atau jaringan lainnya
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    packet/ˈpækɪt/ paket
    DHCP/ˌdiː eɪtʃ siː ˈpiː/ DHCP
    firewall/ˈfaɪəwɔːl/ firewall
    packet switching/ˈpækɪt ˈswɪtʃɪŋ/ sakelar paket
    URL/ˌjuː ɑː ˈel/ URL
    modem/ˈməʊdem/ modem
    2.1

    Ethernet and CSMA/CD · ⁨Ethernet dan CSMA/CD⁩

    English

    Ethernet is the standard (protocol) for wired LANs: devices are joined by twisted-pair or fibre cable, data is sent in frames that carry the source and destination MAC addresses, and a shared medium uses CSMA/CD to deal with collisions. On shared media a collision 冲突 can happen when two devices send at once. The protocol is CSMA/CD 载波侦听多路访问/冲突检测 (Carrier Sense Multiple Access with Collision Detection):

    1. carrier sense — listen before sending; wait if the cable is busy.
    2. multiple access — many devices share the medium.
    3. collision detection — keep listening while sending; a clash is a collision.
    4. on a collision, both stop, send a brief "jam" signal, then wait a random backoff time before retrying.

    The three tasks, in the scheme's words: the device listens (senses the carrier) before transmitting; it keeps checking for a collision while it transmits; on a collision it stops, sends a jam signal, waits a random time and retransmits.

    Modern switched Ethernet uses full-duplex 全双工 point-to-point links, so collisions no longer happen.

    Bahasa Indonesia

    Ethernet adalah standar (protokol) untuk LAN berkabel: perangkat dihubungkan oleh kabel twisted-pair atau serat optik, data dikirim dalam bingkai yang membawa alamat MAC sumber dan tujuan, dan media bersama menggunakan CSMA/CD untuk menangani tabrakan. Pada media bersama, tabrakan dapat terjadi ketika dua perangkat mengirim sekaligus. Protokolnya adalah CSMA/CD / (Carrier Sense Multiple Access with Collision Detection):

    1. carrier sense — dengarkan sebelum mengirim; tunggu jika kabel sedang sibuk.
    2. multiple access — banyak perangkat berbagi media tersebut.
    3. collision detection — terus mendengarkan saat mengirim; benturan adalah tabrakan.
    4. pada saat tabrakan, keduanya berhenti, mengirimkan sinyal "jam" singkat, lalu menunggu waktu backoff acak sebelum mencoba lagi.

    Tiga tugas ini, menurut istilah skema: perangkat mendengarkan (merasa carrier) sebelum mentransmisikan; terus memeriksa adanya tabrakan saat mentransmisikan; pada tabrakan, ia berhenti, mengirimkan sinyal jam, menunggu waktu acak, dan mengirim ulang.

    Ethernet switched modern menggunakan kait full-duplex point-to-point, sehingga tabrakan tidak lagi terjadi.

    Diagram alur proses CSMA/CD: susun frame, periksa apakah saluran sedang diam, kirim, deteksi tabrakan, kirim sinyal jamming, tunggu sejenak, lalu coba lagi hingga mencapai jumlah maksimum
    Proses CSMA/CD untuk menangani tabrakan pada media bersama
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    collision/kəˈlɪʒn/ tabrakan
    CSMA/CD/ˌsiː es em ˈeɪ ˌsiː ˈdiː/ CSMA/CD
    full-duplex/fʊl ˈdjuːpleks/ full-duplex
    2.1

    Bit streaming · ⁨Streaming bit⁩

    English

    Bit streaming 流式传输 sends multimedia as a continuous stream that the receiver plays as it arrives, instead of downloading the whole file first.

    • real-time (live): captured and streamed as it happens (live sport, video calls). You cannot rewind; low latency is vital.
    • on-demand: pre-recorded on a server (YouTube, Netflix). You can pause and rewind; the server can buffer 缓冲 ahead.

    Real-time streaming works as a short pipeline:

    1. capture and sample the source (a camera or microphone).
    2. encode it, using compression 压缩 to shrink the data.
    3. send it across the network as packets.
    4. the receiver buffers a little, then plays it live — dropping any packet that arrives late, because a live stream cannot wait for it.

    Lossy 有损 compression is used here: moving pictures hide small losses, and the stream must be small enough to fit the bandwidth.

    Why a video is compressed before real-time streaming: the uncompressed stream would need more bandwidth than the connection has, so frames would arrive late and the playback would stall. Compression cuts the number of bits, so the bit rate 比特率 stays below the broadband speed, the delay stays small, and less storage and cost are needed at both ends. The bit rate must be lower than the connection's speed: a higher bit rate gives better quality but needs a faster connection, and if the data arrives more slowly than it is played, the buffer empties and the video freezes. On-demand streaming can buffer more of the file ahead, so it copes with a slower connection; real-time streaming cannot.

    Bahasa Indonesia

    Streaming bit mengirim multimedia sebagai aliran berkelanjutan yang diputar penerima saat tiba, bukan mengunduh seluruh file terlebih dahulu.

    • real-time (langsung): direkam dan disalurkan saat berlangsung (olahraga langsung, panggilan video). Anda tidak bisa memutar mundur; latensi rendah sangat penting.
    • on-demand: terekam sebelumnya di server (YouTube, Netflix). Anda bisa menjeda dan memutar mundur; server dapat melakukan buffering ke depan.

    Streaming real-time bekerja sebagai pipa pendek:

    1. capture and sample (tangkap dan sampelkan) sumber (kamera atau mikrofon).
    2. encode (kodekan) menggunakan compression (kompresi) untuk mengecilkan data.
    3. send (kirim) melintasi jaringan sebagai paket.
    4. penerima menampung sedikit data, lalu memutarnya secara langsung — melempar paket apa pun yang datang terlambat, karena siaran langsung tidak bisa menunggunya.

    Kompresi lossy digunakan di sini: gambar bergerak menyembunyikan kerugian kecil, dan aliran harus cukup kecil agar muat dalam bandwidth.

    Mengapa video dikompresi sebelum streaming real-time: aliran tanpa kompresi akan membutuhkan lebih banyak bandwidth daripada yang tersedia koneksi, sehingga frame akan datang terlambat dan pemutaran macet. Kompresi mengurangi jumlah bit, sehingga bit rate tetap di bawah kecepatan broadband, penundaan tetap kecil, dan kebutuhan penyimpanan serta biaya di kedua ujung berkurang. Bit rate harus lebih rendah dari kecepatan koneksi: bit rate yang lebih tinggi memberikan kualitas lebih baik tetapi memerlukan koneksi lebih cepat, dan jika data tiba lebih lambat daripada diputar, buffer kosong dan video membeku. Streaming on-demand dapat buffering lebih banyak file ke depan, sehingga mampu mengatasi koneksi lebih lambat; streaming real-time tidak bisa.

    Data mengalir dari server sumber ke dalam buffer yang terisi antara tanda rendah dan tinggi, dan pemutar media membaca dari buffer tersebut
    Aliran data dari server masuk ke buffer sebelum pemutar media membacanya
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    bit streaming/bɪt ˈstriːmɪŋ/ streaming bit
    buffer/ˈbʌfə/ penyangga
    compression/kəmˈpreʃn/ pemampatan
    lossy/ˈlɒsi/ dengan kehilangan
    bit rate/bɪt reɪt/ laju bit
    2.1

    The internet and the World Wide Web · ⁨Internet dan World Wide Web⁩

    English

    The internet 互联网 is a global network of networks using a common protocol 协议 suite (TCP/IP). The World Wide Web 万维网 (WWW) is a service that runs over it: hyperlinked documents identified by URLs, viewed in browsers via HTTP/HTTPS. Email and file transfer are other internet services that are not part of the WWW.

    Webmail uses both: the WWW, because the mailbox is a web page reached through a URL in a browser over HTTP; and the internet, because the email itself travels across the network of networks (email is a separate internet service from the web).

    Hardware that supports the internet

    • modem 调制解调器 — converts the computer's digital signal into an analogue signal for a telephone line, and back again at the other end (modulation and demodulation).
    • PSTN — the public telephone network of exchanges and lines; a dial-up or DSL connection carries internet data over it.
    • dedicated line 专线 — a leased line between an organisation and its ISP: always on, with a fixed bandwidth that is not shared, so faster and more reliable, but expensive.
    • cell phone network 蜂窝网络 — the phone sends data by radio to the nearest cell tower (base station); the towers are linked to the phone company's network, which routes the data to the internet; as the phone moves, it is handed over from one cell to the next.
    Bahasa Indonesia

    Internet adalah jaringan dari jaringan global yang menggunakan kumpulan protokol umum (TCP/IP). World Wide Web (WWW) adalah layanan yang berjalan di atasnya: dokumen berhipertaut yang diidentifikasi dengan URL, ditampilkan di browser melalui HTTP/HTTPS. Email dan transfer file adalah layanan internet lain yang bukan bagian dari WWW.

    Webmail menggunakan keduanya: WWW, karena kotak surat adalah halaman web yang diakses melalui URL di browser lewat HTTP; dan internet, karena email itu sendiri berpindah lintas jaringan dari jaringan (email adalah layanan internet terpisah dari web).

    World Wide Web adalah salah satu layanan yang berjalan di atas Internet
    Web adalah salah satu layanan yang berjalan di atas Internet

    Perangkat keras yang mendukung internet

    • modem — mengkonversi sinyal digital komputer menjadi sinyal analog untuk jalur telepon, dan sebaliknya di ujung lain (modulasi dan demodulasi).
    • PSTN — jaringan telepon publik dengan pertukaran dan jalur; koneksi dial-up atau DSL membawa data internet di atasnya.
    • dedicated line (jalur khusus) — jalur sewa antara organisasi dan ISP-nya: selalu aktif, dengan bandwidth tetap yang tidak dibagikan, sehingga lebih cepat dan andal, tetapi mahal.
    • cell phone network (jaringan seluler) — ponsel mengirim data via radio ke menara sel terdekat (basestation); menara-link ke jaringan perusahaan telepon, yang mengarahkan data ke internet; saat ponsel bergerak, sambungan dipindahkan dari satu sel ke sel berikutnya.
    Tiga jalur, satu untuk setiap cara mengakses internet: komputer rumah melalui modem dan jaringan telepon publik beralih; LAN kantor melalui jalur sewa khusus; smartphone melalui radio ke menara seluler dan masuk ke dalam jaringan seluler; ketiganya berakhir di ISP
    Tiga cara untuk mengakses internet: modem dan PSTN, jalur khusus, dan jaringan telepon seluler
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    World Wide Web/wɜːld waɪd web/ World Wide Web
    dedicated line/ˈdedɪkeɪtɪd laɪn/ jalur khusus
    ISP/ˌaɪ es ˈpiː/ ISP
    cell phone network/sel fəʊn ˈnetwɜːk/ jaringan ponsel
    subnets/ˈsʌbnets/ subnets
    subnet mask/ˈsʌbnet mæsk/ masker subnet
    2.1

    IP addresses · ⁨Alamat IP⁩

    English

    An IP address uniquely identifies a device.

    • IPv4 — 32-bit, four denary numbers 0–255 (192.168.1.10); about $4.3 \times 10^{9}$ addresses (now exhausted).
    • IPv6 — 128-bit, eight groups of four hex digits; about $3.4 \times 10^{38}$ addresses.

    IPv4 is written as four groups of denary numbers separated by dots; each group is an 8-bit number, so it runs from 0 to 255. IPv6 is written as eight groups of four hexadecimal digits separated by colons, 2001:0db8:0000:0000:0000:ff00:0042:8329, and a run of zero groups can be shortened to ::. So 192.168.3.2 is not IPv6: it has four groups, not eight, separated by dots rather than colons, and its groups are denary, not hexadecimal. 256.0.0.A is not a valid address of either kind: an IPv4 group cannot exceed 255 and cannot be a letter, and IPv6 would need colons and eight groups.

    Subnetting

    A network can be split into subnets 子网. The IP address splits into a network part and a host part, given by a subnet mask 子网掩码 (e.g. 255.255.255.0 = first 24 bits are network). Subnetting improves management, cuts broadcast traffic, and improves security.

    The two parts of an address in a subnetwork: the network ID (the first bits, the same for every device in that subnet, given by the ones in the mask) and the host ID (the remaining bits, unique to each device). Benefits of subnetting, for "describe two benefits": less traffic on each part, because broadcasts stay inside their subnet; better security, because one department's traffic is kept from the others; easier management and fault-finding; more efficient use of the addresses. Two devices with the mask 255.255.255.0 are in different subnets when their first three groups differ.

    Public vs private addresses

    • private addresses are used within a LAN and are not routable on the internet (e.g. 192.168.0.0/16).
    • a public IP address is globally unique and routable, assigned by an ISP 互联网服务提供商.

    Devices behind NAT with private addresses are not directly reachable from the internet, giving some protection.

    The descriptions the tables want: a public address is visible on the internet and unique across it, allocated by the ISP; a private address is visible only inside the LAN, is reused by many LANs, and needs NAT to reach the internet. A static address never changes (set by hand or reserved, as a server needs); a dynamic address is allocated by DHCP each time the device connects and may change.

    Static vs dynamic

    • a static IP address is fixed; used for servers that must be found at a known address.
    • a dynamic IP address is assigned by DHCP and may change; easier for client devices and uses a limited address pool efficiently.

    Worked example. A host has IP address 192.168.10.130 with subnet mask 255.255.255.192. Which network is it on, and is 192.168.10.200 on the same one? The mask's last octet, 192, is 11000000 in binary, so the first 26 bits are the network part and the last 6 bits address the host. That makes the subnets step in blocks of $256 - 192 = 64$: .0, .64, .128, .192. The address 130 falls in the block starting at .128, so the host is on network 192.168.10.128/26, whose usable hosts run .129 to .190 (.191 is the broadcast address). 200 falls in the next block (.192), so it is on a different subnet and traffic between the two must pass through a router. Get the block size from the mask first ($256$ minus the mask octet) - guessing from the first three octets is what makes these go wrong.

    Bahasa Indonesia

    Alamat IP secara unik mengidentifikasi sebuah perangkat.

    • IPv4 — 32-bit, empat bilangan desimal 0–255 (192.168.1.10); sekitar $4.3 \times 10^{9}$ alamat (sekarang habis).
    • IPv6 — 128-bit, delapan kelompok empat digit heksadesimal; sekitar $3.4 \times 10^{38}$ alamat.

    IPv4 ditulis sebagai empat kelompok bilangan desimal yang dipisahkan oleh titik; setiap kelompok adalah bilangan 8-bit, sehingga berkisar dari 0 hingga 255. IPv6 ditulis sebagai delapan kelompok empat digit heksadesimal yang dipisahkan oleh titik dua, 2001:0db8:0000:0000:0000:ff00:0042:8329, dan deretan nol pada kelompok dapat dipersingkat menjadi ::. Jadi 192.168.3.2 bukan IPv6: ia memiliki empat kelompok, bukan delapan, dipisahkan oleh titik daripada titik dua, dan kelompoknya adalah desimal, bukan heksadesimal. 256.0.0.A bukan alamat yang valid dari kedua jenis: kelompok IPv4 tidak boleh melebihi 255 dan tidak boleh berupa huruf, dan IPv6 memerlukan titik dua serta delapan kelompok.

    Subnetting

    Sebuah jaringan dapat dibagi menjadi subnet. Alamat IP terbagi menjadi bagian jaringan dan bagian host, ditentukan oleh masker subnet (mis. 255.255.255.0 = 24 bit pertama adalah jaringan). Subnetting meningkatkan manajemen, mengurangi lalu lintas broadcast, dan meningkatkan keamanan.

    Dua bagian dari alamat dalam subnetwork: ID jaringan (bit-bit pertama, sama untuk setiap perangkat dalam subnet tersebut, ditentukan oleh angka satu dalam masker) dan ID host (bit-sisa, unik untuk setiap perangkat). Manfaat subnetting, untuk "jelaskan dua manfaat": lebih sedikit lalu lintas di setiap bagian, karena broadcast tetap di dalam subnet-nya; keamanan lebih baik, karena lalu lintas satu departemen dijauhkan dari yang lain; manajemen dan penemuan kesalahan yang lebih mudah; penggunaan alamat yang lebih efisien. Dua perangkat dengan masker 255.255.255.0 berada di subnet berbeda ketika tiga kelompok pertamanya berbeda.

    Enam subnet departemen, masing-masing dengan netID /24 sendiri-sendiri, semua terhubung melalui satu router pusat yang juga mencapai internet
    Membagi jaringan menjadi subnet, satu netID per departemen

    Alamat publik vs pribadi

    • alamat pribadi digunakan di dalam LAN dan tidak dapat diarahkan di internet (mis. 192.168.0.0/16).
    • alamat IP publik bersifat unik global dan dapat diarahkan, diberikan oleh ISP.

    Perangkat di belakang NAT dengan alamat pribadi tidak dapat dicapai langsung dari internet, memberikan perlindungan tertentu.

    Deskripsi yang diminta tabel: alamat publik terlihat di internet dan unik melaluinya, dialokasikan oleh ISP; alamat pribadi hanya terlihat di dalam LAN, digunakan kembali oleh banyak LAN, dan memerlukan NAT untuk mencapai internet. Alamat statis tidak pernah berubah (ditetapkan secara manual atau dicadangkan, seperti yang dibutuhkan server); alamat dinamis dialokasikan oleh DHCP setiap kali perangkat terhubung dan mungkin berubah.

    Statis vs Dinamis

    • alamat IP statis tetap; digunakan untuk server yang harus ditemukan pada alamat yang diketahui.
    • alamat IP dinamis ditetapkan oleh DHCP dan mungkin berubah; lebih mudah untuk perangkat klien dan menggunakan kumpulan alamat terbatas secara efisien.

    Contoh kerja. Sebuah host memiliki alamat IP 192.168.10.130 dengan masker subnet 255.255.255.192. Jaringan mana yang ia miliki, dan apakah 192.168.10.200 berada di jaringan yang sama? Oktet terakhir dari masker, 192, adalah 11000000 dalam biner, sehingga 26 bit pertama adalah bagian jaringan dan 6 bit terakhir mengalamati host. Ini membuat subnet bertahap dalam blok sebesar $256 - 192 = 64$: .0, .64, .128, .192. Alamat 130 jatuh di blok yang dimulai dari .128, sehingga host berada di jaringan 192.168.10.128/26, yang host yang dapat digunakan berjalan dari .129 hingga .190 (.191 adalah alamat broadcast). 200 jatuh di blok selanjutnya (.192), jadi ia berada di subnet berbeda dan lalu lintas antara keduanya harus melewati router. Dapatkan ukuran blok dari masker terlebih dahulu ($256$ dikurangi oktet masker) - menebak dari tiga oktet pertama adalah penyebab kesalahan ini.

    2.1

    URL and DNS · ⁨URL dan DNS⁩

    English

    A URL 统一资源定位符 (Uniform Resource Locator) locates a resource on the WWW:

    • protocol: http, https, etc.
    • domain name 域名: a readable server address.
    • path: the resource on that server.

    The Domain Name System 域名系统 (DNS, also called the Domain Name Service) is a distributed set of servers that turns domain names into IP addresses. When you type a URL, the browser asks a DNS resolver for the IP, which queries DNS servers (root → top-level → authoritative) until it finds it; the browser then connects to that IP and requests the path. DNS saves humans from memorising IP addresses and lets a site change server without changing its name.

    For "explain how the browser uses the URL": the browser splits the URL into the protocol, the domain name and the path; it sends the domain name to a DNS server, which returns the matching IP address (a cache on the computer or at the ISP may answer first); it opens a connection to that IP address using the protocol (HTTPS on port 443); it sends a request for the path; and the web server returns the page, which the browser renders. If the DNS lookup fails, the browser reports that the server cannot be found.

    Bahasa Indonesia

    URL (Uniform Resource Locator) menemukan sumber daya di WWW:

    https://www.example.com/about/contact.html
    protocol     domain name        path
    
    • protokol: http, https, dll.
    • nama domain: alamat server yang mudah dibaca.
    • path: sumber daya di server tersebut.

    Sistem Nama Domain (DNS, juga disebut Layanan Nama Domain) adalah kumpulan server terdistribusi yang mengubah nama domain menjadi alamat IP. Saat Anda mengetik URL, browser meminta IP kepada resolver DNS, yang kemudian querying server DNS (akar → tingkat atas → berwenang) hingga menemukannya; browser kemudian terhubung ke IP tersebut dan requesting path. DNS menghemat manusia dari menghafal alamat IP dan memungkinkan situs mengganti server tanpa mengubah namanya.

    Untuk "jelaskan bagaimana browser menggunakan URL": browser memecah URL menjadi protokol, nama domain, dan path; ia mengirim nama domain ke server DNS, yang mengembalikan IP yang sesuai (cache di komputer atau di ISP mungkin menjawab lebih dulu); ia membuka koneksi ke IP tersebut menggunakan protokol (HTTPS pada port 443); ia mengirim permintaan untuk path; dan server web mengembalikan halaman, yang dirender oleh browser. Jika pencarian DNS gagal, browser melaporkan bahwa server tidak dapat ditemukan.

    Dimanfaatkan satu sampai lima: komputer meminta IP kepada resolver DNS, resolver querying server DNS lain, IP dikembalikan ke resolver dan kemudian komputer, dan browser terhubung ke server situs web *Bagaimana DNS menemukan alamat IP situs web sebelum browser terhubung

    Explore · ⁨Jelajahi⁩

    How DNS finds a website · ⁨Bagaimana DNS menemukan sebuah situs web⁩

    Step through a DNS lookup. The network routes by IP, not by name — so before anything loads, DNS must turn the domain name into an IP address. · ⁨Ikuti langkah-langkah pencarian DNS. Jaringan dialihkan berdasarkan IP, bukan nama — jadi sebelum apa pun dimuat, DNS harus mengubah nama domain menjadi alamat IP.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    protocol/ˈprəʊtəkɒl/ protokol
    IP address/ˌaɪ ˈpiː əˈdres/ alamat IP
    routing table/ˈraʊtɪŋ ˈteɪbl/ tabel perutean
    network address translation/ˈnetwɜːk əˈdres trænˈsleɪʃn/ translasi alamat jaringan
    domain name/dəˈmeɪn neɪm/ nama domain
    Domain Name System/dəˈmeɪn neɪm ˈsɪstəm/ Sistem Nama Domain
    2.1

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly.

    Term Definition
    LAN a network covering a small geographical area, usually one site, whose hardware is owned by the organisation
    WAN a network covering a large geographical area, joining LANs through third-party (leased or public) links
    client-server a model in which client computers request services from a central, more powerful server that provides them
    peer-to-peer a model in which every computer is equal and can act as both client and server, with no central server
    thin client a client that does little processing or storage itself and depends on the server for both
    thick client a client that does its own processing and storage and can work without the server
    mesh topology a topology in which each device is connected directly to many others, giving more than one route between two devices
    cloud computing on-demand computing services (storage, processing, software) provided over the internet by a third party
    Ethernet the standard protocol for wired LANs, sending data in frames and using CSMA/CD on a shared medium
    switch a device that forwards each frame only to the port of its destination MAC address, within a LAN
    router a device that connects networks and forwards packets between them by their destination IP address
    bit streaming sending a continuous stream of bits so that the receiver plays the media as it arrives, without downloading the whole file first
    internet the global network of networks that uses the TCP/IP protocols
    World Wide Web the collection of hyperlinked web pages, identified by URLs and accessed over the internet through a browser
    URL the address that locates a resource on the web: protocol, domain name and path
    DNS the service that translates a domain name into the IP address of the server that holds the resource
    Bahasa Indonesia

    Pertanyaan definisi dinilai berdasarkan kata-kata tetap. Hafalkan ini persis.

    Istilah Definisi
    LAN jaringan yang mencakup area geografis kecil, biasanya satu lokasi, di mana perangkat kerasnya dimiliki oleh organisasi
    WAN jaringan yang mencakup area geografis luas, menghubungkan LAN melalui tautan pihak ketiga (sewa atau publik)
    client-server model di mana komputer klien meminta layanan dari server pusat yang lebih kuat dan menyediakannya
    peer-to-peer model di mana setiap komputer setara dan dapat bertindak sebagai klien maupun server, tanpa server pusat
    thin client klien yang melakukan sedikit pemrosesan atau penyimpanan sendiri dan bergantung pada server untuk keduanya
    thick client klien yang melakukan pemrosesan dan penyimpanannya sendiri serta dapat bekerja tanpa server
    mesh topology topologi di mana setiap perangkat terhubung langsung ke banyak perangkat lain, memberikan lebih dari satu jalur antara dua perangkat
    cloud computing layanan komputasi sesuai permintaan (penyimpanan, pemrosesan, perangkat lunak) yang disediakan secara online oleh pihak ketiga
    Ethernet protokol standar untuk LAN berkabel, mengirim data dalam bingkai dan menggunakan CSMA/CD pada media bersama
    switch perangkat yang meneruskan setiap bingkai hanya ke port alamat MAC tujuannya, di dalam LAN
    router perangkat yang menghubungkan jaringan dan meneruskan paket di antaranya berdasarkan alamat IP tujuan
    bit streaming mengirimkan aliran bit terus-menerus sehingga penerima memutar media saat tiba, tanpa mengunduh seluruh file terlebih dahulu
    internet jaringan global dari jaringan-jaringan yang menggunakan protokol TCP/IP
    World Wide Web kumpulan halaman web yang saling terkait dengan tautan, diidentifikasi oleh URL dan diakses melalui internet menggunakan browser
    URL alamat yang menemukan sumber daya di web: protokol, nama domain, dan path
    DNS layanan yang menerjemahkan nama domain menjadi alamat IP server yang menyimpan sumber daya tersebut
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    thick client/θɪk ˈklaɪənt/ klien tebal
    thin client/θɪn ˈklaɪənt/ klien tipis
    cloud computing/klaʊd kəmˈpjuːtɪŋ/ komputasi awan
    scalability/ˌskeɪləˈbɪlɪti/ skalabilitas
    public cloud/ˈpʌblɪk klaʊd/ awan publik
    private cloud/ˈpraɪvət klaʊd/ awan pribadi
    2.1

    Exam tips · ⁨Tips ujian⁩

    English
    • Distinguish LAN vs WAN and client-server vs peer-to-peer by who stores and controls the resources.
    • Match each topology (bus, star, mesh) to its advantages and drawbacks (cost, reliability, collisions).
    • Know the job of each device: a switch directs within a LAN by MAC address, a router routes between networks by IP.
    • Explain bit streaming and why buffering is needed (data arrives at a different rate from playback).
    • Distinguish IPv4 vs IPv6 and public vs private addresses; DNS turns a URL into an IP address.

    Common mistakes

    • Saying a switch works by IP address. A switch forwards by MAC address inside the LAN; the router forwards by IP address between networks.
    • Treating the internet and the World Wide Web as the same thing. The web is one service that runs over the internet; email and file transfer are others.
    • Giving "faster" as the whole comparison of wired and wireless. Say faster and more reliable and more secure, and give the wireless side (mobility, no cabling) when the question asks for a comparison.
    • Writing that a router finds the IP address for a URL. DNS does that; the router forwards packets to it.
    • Describing IPv6 with dots and denary groups. Eight groups of four hexadecimal digits, separated by colons.
    • Drawing a star topology as a ring or a chain. Every device has its own line to the switch in the middle.
    Bahasa Indonesia
    • Bedakan LAN vs WAN dan client-server vs peer-to-peer berdasarkan siapa yang menyimpan dan mengontrol sumber daya.
    • Cocokkan setiap topologi (bus, star, mesh) dengan keunggulan dan kekurangannya (biaya, keandalan, tabrakan).
    • Ketahui fungsi setiap perangkat: switch mengarahkan di dalam LAN berdasarkan alamat MAC, router merutekan antar jaringan berdasarkan IP.
    • Jelaskan bit streaming dan mengapa buffering diperlukan (data tiba dengan laju berbeda dari pemutaran).
    • Bedakan IPv4 vs IPv6 dan alamat publik vs privat; DNS mengubah URL menjadi alamat IP.

    Kesalahan umum

    • Menyatakan bahwa switch bekerja berdasarkan alamat IP. Switch meneruskan berdasarkan alamat MAC di dalam LAN; router meneruskan berdasarkan alamat IP antar jaringan.
    • Memperlakukan internet dan World Wide Web sebagai hal yang sama. Web adalah salah satu layanan yang berjalan di atas internet; email dan transfer file adalah lainnya.
    • Memberikan "lebih cepat" sebagai perbandingan menyeluruh antara berkabel dan nirkabel. Katakan lebih cepat dan lebih andal serta lebih aman, dan berikan sisi nirkabel (mobilitas, tanpa kabel) ketika pertanyaan meminta perbandingan.
    • Menulis bahwa router menemukan alamat IP untuk sebuah URL. DNS yang melakukannya; router meneruskan paket ke sana.
    • Mendeskripsikan IPv6 dengan titik dan kelompok desimal. Delapan kelompok empat digit heksadesimal, dipisahkan oleh titik dua.
    • Menggambar topologi bintang sebagai cincin atau rantai. Setiap perangkat memiliki garisnya sendiri menuju switch di tengah.
  • 3

    Hardware · ⁨Perangkat Keras⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    3.1

    Computers and their components

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the need for input, output, primary memory and secondary (including removable) storage
    Show understanding of embedded systems Including: benefits and drawbacks of embedded systems
    Describe the principal operations of hardware devices Including: Laser printer, 3D printer, microphone, speakers, magnetic hard disk, solid state (flash) memory, optical disc reader/writer, touchscreen, virtual reality headset
    Show understanding of the use of buffers
    Explain the differences between Random Access Memory (RAM) and Read Only Memory (ROM) Including their use in a range of devices and systems
    Explain the differences between Static RAM (SRAM) and Dynamic RAM (DRAM) Including the use of SRAM and DRAM in a range of devices and systems and the reasons for using one instead of the other depending on the device and its use
    Explain the difference between Programmable ROM (PROM), Erasable Programmable ROM (EPROM) and Electrically Erasable Programmable ROM (EEPROM)
    Show an understanding of monitoring and control systems Including: • difference between monitoring and control • use of sensors (including temperature, pressure, infra-red, sound) and actuators • importance of feedback
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang kebutuhan akan input, output, memori primer dan penyimpanan sekunder (termasuk yang dapat dilepas-pasang)
    Tunjukkan pemahaman tentang sistem tertanam Termasuk: manfaat dan kekurangan sistem tertanam
    Jelaskan operasi utama perangkat keras Termasuk: Printer Laser, printer 3D, mikrofon, speaker, hard disk magnetik, memori solid state (flash), pembaca/pencetak cakram optik, layar sentuh, headset realitas virtual
    Tunjukkan pemahaman tentang penggunaan buffer
    Jelaskan perbedaan antara Random Access Memory (RAM) dan Read Only Memory (ROM) Termasuk penggunaannya dalam berbagai perangkat dan sistem
    Jelaskan perbedaan antara Static RAM (SRAM) dan Dynamic RAM (DRAM) Termasuk penggunaan SRAM dan DRAM dalam berbagai perangkat dan sistem serta alasan memilih salah satu daripada yang lain tergantung pada perangkat dan penggunaannya
    Jelaskan perbedaan antara Programmable ROM (PROM), Erasable Programmable ROM (EPROM) dan Electrically Erasable Programmable ROM (EEPROM)
    Tunjukkan pemahaman tentang sistem pemantauan dan kontrol Termasuk: • perbedaan antara pemantauan dan kontrol • penggunaan sensor (termasuk suhu, tekanan, infra-merah, suara) dan aktor • pentingnya umpan balik

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    A general-purpose computer has four building blocks:

    • input devices 输入设备 — get data in (keyboard, mouse, microphone, scanner, sensors).
    • output devices 输出设备 — give results out (monitor, speakers, printer, actuators).
    • primary memory 主存储器 — fast memory the processor 处理器 (CPU) reaches directly (RAM and ROM). Holds the running program and its data.
    • secondary storage 辅助存储器 — slower, larger, keeps programs and data when not in use (hard disk, SSD, optical disc, USB stick).

    The syllabus asks why each is needed. Input devices are needed because the computer can only work on data and instructions that have been entered. Output devices are needed to present the results in a form people can use. Primary memory is needed because the processor can only execute instructions and use data that are held in memory it can address directly, and it must reach them fast. Secondary storage is needed because primary memory is volatile and small: programs and data must survive the power being switched off, in a larger and cheaper store, and removable storage lets data be moved between computers or kept as a backup.

    A full-size white wireless QWERTY computer keyboard on a white background
    A keyboard: a common input device for typing text and commands
    A modern wireless computer mouse on a white background, with two buttons and a scroll wheel
    A mouse: a pointing input device
    A flatbed scanner on a white background, with a photo coming out of the front after scanning
    A flatbed scanner: an input device that turns a paper page into a digital image
    A silver flat-screen computer monitor on a round stand, with a dark screen
    A monitor: a common output device that displays the screen image
    Explore · ⁨Jelajahi⁩

    Tap the blocks of a computer system · ⁨Ketuk blok-blok sistem komputer⁩

    Explore the four blocks plus the CPU. Data flows input → processing → output, while primary memory holds the running program and secondary storage keeps it for later. · ⁨Jelajahi empat blok ditambah CPU. Data mengalir input → pemrosesan → output, sementara memori primer memegang program yang berjalan dan penyimpanan sekunder menyimpannya untuk kemudian.⁩

    Explore · ⁨Jelajahi⁩

    Network route lab · ⁨Lab rute jaringan⁩

    Follow data from a device through network hardware and protocols. · ⁨Ikuti data dari perangkat melalui perangkat keras dan protokol jaringan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    input devices/ˈɪnpʊt dɪˈvaɪsɪz/ perangkat input
    output devices/ˈaʊtpʊt dɪˈvaɪsɪz/ perangkat output
    primary memory/ˈpraɪməri ˈmeməri/ memori primer
    processor/ˈprəʊsesə/ prosesor
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ penyimpanan sekunder
    3.1

    Embedded systems

    An embedded system 嵌入式系统 is a computer built into another device to do one fixed job (washing machine, microwave, car engine unit, thermostat).

    • benefits: optimised for one task, so it is small, uses little power and is cheap to make in volume; reliable, because it runs one fixed program with few chances to go wrong; starts quickly and needs no user set-up; easy to use through a simple interface.
    • drawbacks: limited to its one task, so it cannot be upgraded to do more; hard to update (its firmware 固件 may need special tools or cannot be changed at all); difficult to troubleshoot, and usually the whole device must be replaced when it fails; if it is connected to a network it can be a security weakness, because its software is rarely patched.

    A "describe the drawbacks" question wants each drawback as a full point: what the limitation is and what it means for the user, for example "the firmware cannot be updated, so a security fault found later cannot be fixed".

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    embedded system/emˈbedɪd ˈsɪstəm/ sistem tertanam
    firmware/ˈfɜːmweə/ firmware
    3.1

    Principal hardware devices

    Laser printer

    A laser printer 激光打印机 scans the page image onto a charged photosensitive drum 感光鼓. Toner 墨粉 sticks to the charged areas, transfers to the paper, and is melted on by a fuser. Fast, sharp, high-volume.

    A black desktop laser printer on a white background, with a printed page coming out of the top
    A laser printer: fast, sharp printing using a charged drum and toner

    How it works, in the steps the mark scheme lists:

    1. The data for the page is sent to the printer's buffer.
    2. The drum is given a uniform electrostatic charge.
    3. A laser, reflected off a rotating mirror, scans the page image onto the drum, removing the charge where it strikes, so the charge left on the drum matches the image.
    4. Toner, a charged powder, is attracted to the charged parts of the drum only.
    5. The paper is given the opposite charge and rolled against the drum, so the toner transfers onto it.
    6. The fuser 定影器, a pair of heated rollers, melts the toner into the paper. The drum is then discharged and cleaned for the next page.

    3D printer

    A 3D printer 3D打印机 builds an object layer by layer: FDM melts plastic filament through a nozzle; stereolithography cures liquid resin with a UV laser. Used for prototypes and custom medical parts.

    A black enclosed desktop FDM 3D printer with a glass front panel, a part being printed inside, on a white background
    An FDM 3D printer builds an object layer by layer by melting plastic filament

    How it works:

    1. A model of the object is designed in CAD software (or scanned).
    2. Slicing software divides the model into thin horizontal layers and produces the instructions for each one.
    3. The printer builds the object one layer at a time: an FDM printer melts plastic filament 塑料丝 and lays it down through a moving nozzle; a resin printer cures liquid resin with a laser or UV light; a powder printer fuses powder with a laser.
    4. Each layer bonds to the layer below, and the platform (or nozzle) moves by one layer's thickness.
    5. When the last layer is done, any support material is removed. Uses include prototypes, custom medical parts such as prosthetics, and spare parts printed on demand.

    Microphone and speakers

    A microphone 麦克风 turns sound into an electrical signal (a diaphragm vibrates, changing capacitor 电容器 charge or coil position); the signal is digitised by an analogue-to-digital converter 模数转换器 (ADC). A speaker does the reverse — a varying signal drives a coil in a magnetic field, moving a cone to make sound.

    A black USB desktop microphone standing on its base, on a white background
    A microphone turns sound into an electrical signal
    Cutaway of a microphone: sound waves hit a diaphragm linked to a coil around a permanent magnet, giving an output current
    Inside a microphone: sound vibrates the diaphragm and coil to produce a current
    Cutaway of a loudspeaker: current in a coil around an iron core near a permanent magnet moves a paper cone to produce sound waves
    Inside a loudspeaker: a varying current in the coil moves the cone to make sound

    How a microphone works: sound waves make a diaphragm 膜片 vibrate; in a dynamic microphone a coil attached to the diaphragm moves in a magnetic field, so a varying current is induced in it, and in a condenser microphone the diaphragm is one plate of a capacitor whose capacitance changes as it moves; the varying analogue signal is then sampled by an ADC and stored as digital data. A speaker runs the chain backwards: a digital-to-analogue converter 数模转换器 (DAC) produces a varying current, the current in the coil creates a changing magnetic field that pushes against the permanent magnet, the coil and cone move in and out, and the cone's movement makes pressure waves in the air.

    Magnetic hard disk (HDD)

    A hard disk 硬盘 stores data on spinning platters coated with magnetic material. Each platter has tracks 磁道 divided into sectors 扇区. A read/write head 读写头 floats just above and magnetises tiny regions (write) or senses them (read). Cheap per gigabyte, but slower than SSDs and has moving parts.

    An opened 3.5-inch hard disk drive: a shiny circular platter with the actuator arm and read/write head resting over it
    An opened hard disk: the actuator arm carries the read/write head over a platter
    A hard disk platter drawn as concentric track circles, one track highlighted, divided into sectors
    Tracks and sectors on a hard disk platter

    How it works: the platters spin at high speed (thousands of revolutions per minute); each surface is divided into concentric tracks and each track into sectors; read/write heads on actuator arms 磁头臂 move across the platters to the right track; to write, the head magnetises a tiny region with one of two polarities, representing 0 or 1; to read, it detects the polarity as the region passes beneath it. The delays, waiting for the arm to reach the track and for the sector to spin round, are why a hard disk is slower than an SSD.

    Solid-state (flash) memory

    A solid-state drive 固态硬盘 stores data as charge in transistors 晶体管, with no moving parts. Faster random access than HDDs, tougher, lower power, but dearer per gigabyte; each cell wears out after many writes.

    The opened circuit board of a solid-state drive on a white background: a large black flash-memory chip on the left, a smaller controller chip, many tiny components, and a flat SATA connector along the bottom edge — no platters or moving parts
    Inside an SSD: data is stored in flash memory chips, with no moving parts (compare the hard disk above)

    How it works: each cell is a floating-gate transistor 浮栅晶体管; a charge trapped on the floating gate represents a bit and stays there when the power is off; a controller chip maps each address to a cell and spreads writes across the cells, because a cell survives only a limited number of writes.

    Magnetic hard disk Solid-state drive
    Moving parts platters and heads none
    Speed slower: seek and rotation delays much faster random access
    Cost per gigabyte lower higher
    Robustness damaged by knocks; noisy; more power shock-resistant; silent; less power
    Lifetime many rewrites; wears mechanically limited write cycles per cell

    A "why a server uses hard disks rather than SSDs" question wants the left column: cheaper per gigabyte for very large capacities, a long life under constant rewriting, and easier data recovery.

    Optical disc

    A laser detects reflections from tiny pits on an optical disc 光盘 (CD, DVD, Blu-ray). The drive is an optical disc reader/writer: writing uses a stronger laser to change the surface's reflectivity.

    An external optical disc drive on a white background, its tray open with a rainbow-coloured disc loaded
    An optical disc drive: a laser reads tiny pits on a CD, DVD or Blu-ray disc

    How it works: the disc carries one long spiral track of pits 凹坑 and lands 平台 (the flat areas between them); the disc spins and a laser is focused on the track; light reflected from a land differs from light reflected at the edge of a pit, and a light sensor reads each change as a 1 and no change as a 0. Writing uses a stronger laser to change the reflectivity of a dye or alloy layer. A Blu-ray uses a blue laser with a shorter wavelength, so its pits are smaller and closer together, which is why it holds more data than a DVD.

    Touchscreen

    A touchscreen 触摸屏 senses contact. Resistive 电阻式: two conductive layers pressed together; works with anything but is less accurate. Capacitive 电容式: a finger disturbs a charge field; accurate, multi-touch, used in phones.

    People using a tablet touchscreen and a laptop
    A touchscreen senses where a finger touches the glass

    How it works: a resistive screen has two thin conductive layers separated by spacers; pressing pushes the top layer onto the bottom one, closing a circuit at that point, and the controller reads the voltage to find the coordinates. A capacitive screen has a glass layer coated with a transparent conductor that holds a charge; a finger touching it draws a tiny current, the current is measured at each corner, and the controller works out the touch position from the differences. Capacitive screens respond to a light touch and to several fingers at once, but not to a gloved finger or an ordinary stylus.

    Virtual reality headset

    A virtual reality 虚拟现实 (VR) headset has two small displays (one per eye) and motion sensors (accelerometer 加速度计, gyroscope 陀螺仪) that track head movement so the scene shifts as you look around.

    A white virtual reality headset with its head strap and front cameras, on a white background
    A virtual reality headset: two small displays and motion sensors track the head

    How it works: each eye sees its own display through a lens, and the two images differ slightly, so the brain sees depth; sensors (accelerometer, gyroscope, sometimes cameras) report where the head is and which way it points; the computer re-renders the scene from that viewpoint many times a second, so turning the head turns the view; headphones give sound that matches the direction. Used for games, for training such as flight or surgery simulators, and for viewing designs before they are built.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    microphone/ˈmaɪkrəfəʊn/ mikrofon
    hard disk/hɑːd dɪsk/ hard disk
    optical disc/ˈɒptɪkl dɪsk/ disk optik
    laser printer/ˈleɪzə ˈprɪntə/ printer laser
    drum/drʌm/ drum
    toner/ˈtəʊnə/ toner
    fuser/ˈfjuːsə/ fuser
    3D printer/ˌθriː ˈdiː ˈprɪntə/ printer 3D
    filament/ˈfɪləmənt/ filamen
    diaphragm/ˈdaɪəfræm/ diafragma
    capacitor/kəˈpæsɪtə/ kapasitor
    analogue-to-digital converter/ˈænəlɒɡ tə ˈdɪdʒɪtl kənˈvɜːtə/ konverter analog-digital
    digital-to-analogue converter/ˈdɪdʒɪtl tʊ ˈænəlɒɡ kənˈvɜːtə/ konverter digital-analog
    tracks/træks/ lintasan
    sectors/ˈsektəz/ sektor
    read/write head/riːd raɪt hed/ kepala baca/tulis
    actuator arms/ˈæktʃuːeɪtə ɑːmz/ lengan aktuator
    solid-state drive/ˈsɒlɪd steɪt draɪv/ solid-state drive
    transistors/trænˈzɪstəz/ transistor
    floating-gate transistor/ˈfləʊtɪŋ ɡeɪt trænˈzɪstə/ transistor gerbang melayang
    pits/pɪts/ lubang (pits)
    lands/lændz/ permukaan rata (lands)
    touchscreen/ˈtʌtʃskriːn/ layar sentuh
    resistive/rɪˈzɪstɪv/ resistif
    capacitive/kəˈpæsɪtɪv/ kapasitif
    virtual reality/ˈvɜːtʃuːəl rɪˈælɪti/ realitas virtual
    accelerometer/əkˌseləˈrɒmɪtə/ akselerometer
    gyroscope/ˈdʒaɪrəskəʊp/ giroskop
    3.1

    Buffers

    A buffer 缓冲 is memory that holds data temporarily while it moves between devices of different speeds. Example: the CPU writes a document to a printer buffer quickly, then is free to do other work while the printer prints from the buffer at its own pace. Buffers stop the fast device waiting for the slow one (also used in streaming, the keyboard, and disk access).

    "State why a 3D printer needs a buffer": the computer sends the print data much faster than the printer can build the layers, so the data is held in the buffer until the printer is ready for it, and the processor is freed to do other work. When the buffer runs low the printer sends an interrupt 中断 to ask for more (topic 4). A video stream works the same way: the buffer fills ahead of playback so a short drop in the network speed does not stop the picture.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    buffer/ˈbʌfə/ penyangga
    interrupt/ˈɪntərʌpt/ interrupt
    3.1

    RAM and ROM

    • RAM 随机存取存储器 (Random Access Memory) — volatile 易失性 (loses data without power). Holds the OS, running programs and their data; read and written constantly.
    • ROM 只读存储器 (Read-Only Memory) — non-volatile 非易失性 (keeps data without power). Usually written once; holds firmware needed at start-up (the BIOS / boot loader).
    RAM is volatile and read/write; ROM is non-volatile and read-only
    RAM is volatile and read/write; ROM is non-volatile and read-only

    ROM starts the system; RAM then holds the active work.

    RAM ROM
    Volatile? yes: contents lost when the power is off no: contents kept without power
    Read/write? read and written constantly read only in normal use
    Holds the operating system, running programs and their data the firmware and bootstrap program that start the computer
    Size large, and can usually be increased small and fixed
    Typical use the main memory of a computer or phone the start-up code of a PC; the whole program of an embedded system such as a washing machine

    More RAM lets a computer hold more programs and data at once, so it swaps less between memory and disk and runs faster; that is the answer to "explain why the computer with more RAM performs better".

    A RAM module (DIMM): a circuit-board stick with a black heat-spreader over the memory chips and a gold-edged connector that plugs into a slot on the motherboard
    A RAM module (DIMM) plugs into the motherboard as the computer's fast main memory

    The same memory split matters in a wearable device: its fixed program must remain available after power off, while its live readings change during use.

    A heart-rate monitor worn on a runner's wrist
    A wrist-worn heart-rate monitor
    Explore · ⁨Jelajahi⁩

    Device and storage lab · ⁨Laboratorium Perangkat dan Penyimpanan⁩

    Classify computing examples by what job they do in a system. · ⁨Klasifikasikan contoh komputasi berdasarkan tugas yang mereka lakukan dalam sistem.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    RAM/ræm/ RAM
    ROM/rɒm/ ROM
    volatile/ˈvɒlətaɪl/ volatil
    non-volatile/nɒn ˈvɒlətaɪl/ non-volatil
    3.1

    SRAM vs DRAM

    • SRAM 静态RAM (Static RAM) stores each bit in a flip-flop 触发器 of several transistors. Fast, but expensive and not dense. Used for CPU cache 高速缓存.
    • DRAM 动态RAM (Dynamic RAM) stores each bit as charge on a tiny capacitor. Cheaper and denser but slower, and must be refreshed 刷新 (rewritten) thousands of times a second. Used for main memory.

    Use SRAM for small fast memory (cache); DRAM for large main memory.

    SRAM DRAM
    Each bit stored in a flip-flop of several transistors one capacitor and one transistor
    Needs refreshing? no yes, thousands of times a second
    Speed faster slower
    Density and cost fewer bits per chip, more expensive more bits per chip, cheaper
    Power uses less power when idle uses more, because of the refresh
    Used for processor cache main memory, including in embedded systems

    "Explain why the embedded system uses DRAM": it needs a large amount of memory at low cost in a small space, and its speed requirement is modest, so the cheaper, denser DRAM is the right choice; SRAM is kept for the small cache where speed matters most.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    SRAM/ˈesræm/ SRAM
    DRAM/ˈdiːræm/ DRAM
    flip-flop/flɪp flɒp/ flip-flop
    cache/kæʃ/ cache
    refreshed/rɪˈfreʃt/ disegarkan
    3.1

    PROM, EPROM and EEPROM

    ROM variants you can program after manufacture:

    • PROM (Programmable ROM) — written once (fuses burned by a programmer); cannot be changed.
    • EPROM (Erasable Programmable ROM) — erased by strong UV light through a window, then rewritten (whole chip at once).
    • EEPROM (Electrically Erasable Programmable ROM) — erased and rewritten electrically, a byte at a time, in circuit. Flash memory is a derivative optimised for block erase.
    A black EPROM chip with a circular quartz window exposing its silicon die
    An EPROM chip with a window for ultraviolet erasure
    PROM EPROM EEPROM
    Written once, by the user with a programmer many times many times
    Erased by cannot be erased ultraviolet light through a quartz window an electrical signal
    Erases nothing the whole chip at once a byte or block at a time
    Must be removed from the circuit to reprogram? not applicable yes no

    "Give two differences between EPROM and EEPROM" wants two rows of this table, each stated for both types.

    3.1

    Monitoring and control systems

    Both read sensors; the difference is what they do next.

    • monitoring 监控 — collects and reports data but takes no action (a weather station logging readings).
    • control system 控制系统 — uses sensor data to decide and act through actuators, usually in a feedback loop (a thermostat turning a boiler on/off).

    The three-mark "describe the differences" answer: a monitoring system only measures, records or displays the readings, and at most raises a warning; a control system compares each reading with a preset value 预设值 and, if it is outside the range, sends signals to actuators that change the physical process; the change is then measured again, so a control system contains feedback and a monitoring system does not. Whether a given system is one or the other is decided by that test: a bridge system that measures a vehicle's height and switches on a warning sign is monitoring, because nothing it does changes the vehicle; a system that lowers a barrier is control.

    Worked example. Describe how an automated system opens a door when a person is within 2 metres and closes it when nobody is.

    An infra-red or ultrasonic sensor measures the distance to anything in front of the door; the analogue reading is converted to digital by an ADC and sent to the processor; the processor compares the distance with the preset 2 metres; if it is less, the processor sends a signal to the actuator (a motor) to open the door; the sensor keeps measuring, and when no reading below 2 metres is received the processor signals the motor to close the door. The repeated measuring after each action is the feedback that stops the door opening and closing at the wrong times.

    Flowchart: sensors send signals through an ADC to the processor, which either reports a warning for monitoring or sends signals to actuators in a feedback loop for control
    Monitoring reports data; a control system acts through a feedback loop

    Sensors and actuators

    A sensor 传感器 turns a physical quantity into a signal: temperature (a thermistor 热敏电阻 or thermocouple), pressure (strain gauge), infra-red, sound. Analogue signals need an ADC first. An actuator 执行器 does the reverse — turns a signal into an action (a motor, valve, heater, buzzer).

    Small bead thermistors with two wire legs each, on a white background
    A thermistor: a temperature sensor whose resistance changes with heat
    A small metal stepper motor with a central shaft and coloured wires, on a dark studio background
    A small electric motor: an actuator that turns a signal into movement

    Feedback

    In a control system the actuator changes the environment, which the sensors then re-measure — a feedback 反馈 loop. Without feedback the system cannot correct itself or know when to stop (a thermostat with no temperature feedback would heat forever).

    Explore · ⁨Jelajahi⁩

    The control feedback loop · ⁨Loop umpan balik kontrol⁩

    Tap round the loop a thermostat or autopilot repeats. A control system doesn't just read the world — it acts, then re-measures, correcting itself again and again. · ⁨Rasa-rasa sekeliling loop yang berulang oleh termostat atau autopilot. Sistem kontrol tidak hanya membaca dunia — ia bertindak, lalu mengukur ulang, memperbaiki dirinya sendiri lagi dan lagi.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    sensor/ˈsensə/ sensor
    actuator/ˈæktʃuːeɪtə/ aktuator
    monitoring/ˈmɒnɪtərɪŋ/ pemantauan
    control system/kənˈtrəʊl ˈsɪstəm/ sistem kendali
    feedback/ˈfiːdbæk/ umpan balik
    preset value/ˈpriːset ˈvæljuː/ nilai preset
    thermistor/ˈθɜːmɪstə/ termistor
    3.2

    Logic gates

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Use the following logic gate symbols: [NOT, AND, OR, NAND, NOR, XOR]
    Understand and define the functions of: NOT, AND, OR, NAND, NOR and XOR (EOR) gates All gates except the NOT gate will have two inputs only.
    Construct the truth table for each of the logic gates above
    Construct a logic circuit From: • a problem statement • a logic expression • a truth table
    Construct a truth table From: • a problem statement • a logic circuit • a logic expression
    Construct a logic expression From: • a problem statement • a logic circuit • a truth table
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Gunakan simbol gerbang logika berikut: [NOT, AND, OR, NAND, NOR, XOR]
    Pahami dan definisikan fungsi dari: gerbang NOT, AND, OR, NAND, NOR dan XOR (EOR) Semua gerbang kecuali gerbang NOT hanya memiliki dua input.
    Susun tabel kebenaran untuk setiap gerbang logika di atas
    Susun sirkuit logika Dari: • pernyataan masalah • ekspresi logika • tabel kebenaran
    Susun tabel kebenaran Dari: • pernyataan masalah • sirkuit logika • ekspresi logika
    Susun ekspresi logika Dari: • pernyataan masalah • sirkuit logika • tabel kebenaran

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    The half adder: XOR + AND add two bits

    A logic gate 逻辑门 is a small circuit that does one Boolean 布尔 operation. Inputs and outputs are 0 (false, low) or 1 (true, high). Know the symbol, function and truth table 真值表 for each gate.

    The circuit symbols for NOT, AND, OR, NAND, NOR and XOR gates in a two-by-three grid
    The symbols for the six logic gates

    NOT (inverter)

    A NOT A
    0 1
    1 0

    AND — output 1 only if all inputs are 1

    A B A AND B
    0 0 0
    0 1 0
    1 0 0
    1 1 1

    OR — output 1 if at least one input is 1

    A B A OR B
    0 0 0
    0 1 1
    1 0 1
    1 1 1

    NAND (NOT AND) — output 0 only when all inputs are 1

    A B A NAND B
    0 0 1
    0 1 1
    1 0 1
    1 1 0

    NOR (NOT OR) — output 1 only when all inputs are 0

    A B A NOR B
    0 0 1
    0 1 0
    1 0 0
    1 1 0

    XOR (Exclusive OR, also called EOR) — output 1 if the inputs are different

    A B A XOR B
    0 0 0
    0 1 1
    1 0 1
    1 1 0
    Explore · ⁨Jelajahi⁩

    Logic gates · ⁨Gerbang logik⁩

    Switch the inputs and pick a gate. Each gate has its own rule — the building blocks of every digital circuit. · ⁨Beralihkan input dan pilih gerbang. Setiap gerbang memiliki aturan sendiri — blok bangunan setiap sirkuit digital.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    logic gate/ˈlɒdʒɪk ɡeɪt/ gerbang logika
    Boolean/ˈbuːlɪən/ Boolean
    truth table/truːθ ˈteɪbl/ tabel kebenaran
    3.2

    Logic circuits

    A logic circuit 逻辑电路 is a network of gates that carries out a Boolean expression. You should be able to move between a problem statement, a logic expression, a truth table, and a circuit diagram.

    The paper writes expressions in words, X = (A AND NOT B) OR (B AND C), and accepts the algebraic form $X = A\overline{B} + BC$ where a dot (or nothing) is AND, a plus is OR, and a bar is NOT. Use whichever the question uses.

    From expression to circuit

    Draw one gate per operator and wire them up. For $X = (A \text{ AND } B) \text{ OR } (\text{NOT } C)$: a NOT gate on $C$, an AND gate on $A$ and $B$, then an OR gate on the two results.

    A logic circuit: an AND gate on inputs A and B, a NOT gate on input C, both feeding an OR gate that gives output X
    Gates wired together to carry out a Boolean expression

    From circuit to expression

    Work forwards from the inputs, labelling each gate's output, until you reach the final output.

    Worked example. Write the expression for the circuit below, then complete its truth table.

    A logic circuit with inputs A, B and C. B passes through a NOT gate; A and NOT B feed an AND gate whose output is labelled P; B and C feed a second AND gate whose output is labelled Q; P and Q feed an OR gate whose output is X
    Label every intermediate output: here P is A AND NOT B and Q is B AND C, so X is P OR Q

    Label the gate outputs: $P = A \text{ AND NOT } B$, $Q = B \text{ AND } C$, so $X = P \text{ OR } Q = (A \text{ AND NOT } B) \text{ OR } (B \text{ AND } C)$. Then give the truth table a column for each intermediate output, so every row can be checked one gate at a time:

    A B C NOT B P Q X
    0 0 0 1 0 0 0
    0 0 1 1 0 0 0
    0 1 0 0 0 0 0
    0 1 1 0 0 1 1
    1 0 0 1 1 0 1
    1 0 1 1 1 0 1
    1 1 0 0 0 0 0
    1 1 1 0 0 1 1

    Drawing a circuit from an expression is the same walk in reverse: start from the innermost brackets, draw one gate per operator, draw a NOT gate on the wire of any input that appears with NOT, keep the inputs on the left and the single output on the right, and label the output with its letter. Every line must end at a gate input or the output; a line that goes nowhere loses the mark.

    From circuit to truth table

    For $n$ inputs there are $2^{n}$ rows. List every input combination; for each, work out the internal gates then the output.

    From truth table to expression (sum of products)

    For each row that outputs 1, write an AND of the inputs (with NOT on any input that is 0 in that row); OR these together. Example: a table that is 1 only on $(A=0,B=1)$ and $(A=1,B=0)$ gives $\overline{A}B + A\overline{B}$, which is $A \text{ XOR } B$.

    From a problem statement

    Turn the English into a Boolean expression first: "A and B" → A AND B; "A or B or both" → A OR B; "exactly one of A and B" → A XOR B; "neither A nor B" → A NOR B; "not both" → A NAND B.

    Worked example. A machine's alarm $X$ sounds when the guard is open ($A=1$) and either the motor is running ($B=1$) or the temperature is high ($C=1$). Write the Boolean expression, and give the rows where $X=1$. Turn the English into logic one clause at a time: "either B or C" is $B + C$, and "A and that" is $X = A\cdot(B + C)$. For the rows, $X=1$ needs $A=1$ and at least one of $B$, $C$ equal to 1 - so $(A,B,C) = (1,0,1)$, $(1,1,0)$ and $(1,1,1)$, three rows out of eight. Notice $A=0$ can never sound the alarm, whatever $B$ and $C$ do. Bracket the OR before ANDing it: $X = A\cdot B + C$ is a different circuit altogether, one that would sound the alarm on a high temperature even with the guard closed.

    Explore · ⁨Jelajahi⁩

    Half adder · ⁨Penjumlah separuh⁩

    Wire XOR and AND to the same two inputs: XOR gives the sum bit, AND gives the carry. Click A and B. · ⁨Sambungkan wire XOR dan AND kepada dua input yang sama: XOR memberikan bit jumlah, AND memberikan carry. Klik A dan B.⁩

    Explore · ⁨Jelajahi⁩

    Logic circuits · ⁨Litar logik⁩

    gates combine into circuits · ⁨gerbang bergabung menjadi litar⁩

    Each gate has a fixed rule; chaining them builds every circuit — start with one gate. · ⁨Setiap gerbang mempunyai peraturan tetap; menghubungkannya membina setiap litar — mulakan dengan satu gerbang.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    logic circuit/ˈlɒdʒɪk ˈsɜːkɪt/ sirkuit logika
    3.2

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    embedded system a computer system with a dedicated function built into a larger device
    buffer an area of memory that temporarily stores data while it is transferred between devices working at different speeds
    RAM volatile memory that can be read from and written to, holding the programs and data in use
    ROM non-volatile memory whose contents cannot be changed in normal use, holding the start-up instructions
    SRAM static RAM that stores each bit in a flip-flop and needs no refreshing
    DRAM dynamic RAM that stores each bit as a charge on a capacitor and must be refreshed continually
    monitoring system a system that uses sensors to measure and report on a physical process without changing it
    control system a system that uses sensor readings to decide on and carry out actions, through actuators, that change a physical process
    sensor a device that measures a physical quantity and converts it into a signal for the computer
    actuator a device that converts a signal from the computer into a physical action
    feedback the output of a control system being measured and fed back as input so that the system can correct itself
    logic gate an electronic circuit that performs a Boolean operation on one or more binary inputs to give one binary output
    truth table a table listing every combination of inputs to a logic circuit with the output for each
    3.2

    Exam tips

    • Distinguish RAM (volatile, read/write) from ROM (non-volatile, holds the bootstrap); SRAM (cache, faster) from DRAM (main memory, needs refreshing).
    • For a logic circuit, build the Boolean expression gate by gate, then a truth table covering every input combination.
    • Learn the symbol, expression and truth table for each gate (AND, OR, NOT, NAND, NOR, XOR).
    • Explain a buffer (a temporary store bridging two different speeds) and the role of an interrupt.

    Common mistakes

    • Naming the device instead of describing its operation. "It uses a laser" earns nothing; the steps (charge the drum, laser removes charge, toner attracted, transferred, fused) earn the marks.
    • Saying a monitoring system "controls" something. If nothing changes the physical process, it is monitoring; add the actuator and the feedback and it becomes control.
    • Writing that RAM "stores files permanently" or that ROM "stores the user's data". RAM is volatile working memory; ROM holds the fixed start-up instructions.
    • A truth table with fewer than $2^{n}$ rows, or rows in a random order. Count in binary from 000 to 111 so no combination is missed.
    • Drawing two lines from one output of a gate to be safe, or leaving a wire that ends nowhere. Draw exactly the connections the expression needs.
  • 4

    Processor Fundamentals · ⁨Dasar-Dasar Pemroses⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    4.1

    Von Neumann architecture

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the basic Von Neumann model for a computer system and the stored program concept
    Show understanding of the purpose and role of registers, including the difference between general purpose and special purpose registers Special purpose registers including: • Program Counter (PC) • Memory Data Register (MDR) • Memory Address Register (MAR) • The Accumulator (ACC) • Index Register (IX) • Current Instruction Register (CIR) • Status Register
    Show understanding of the purpose and roles of the Arithmetic and Logic Unit (ALU), Control Unit (CU) and system clock, Immediate Access Store (IAS)
    Show understanding of how data are transferred between various components of the computer system using the address bus, data bus and control bus
    Show understanding of how factors contribute to the performance of the computer system Including: • processor type and number of cores • the bus width • clock speed • cache memory
    Understand how different ports provide connection to peripheral devices Including connection to: • Universal Serial Bus (USB) • High Definition Multimedia Interface (HDMI) • Video Graphics Array (VGA)
    Describe the stages of the Fetch-Execute (F-E) cycle Describe and use 'register transfer' notation to describe the F-E cycle
    Show understanding of the purpose of interrupts Including: • possible causes of interrupts • applications of interrupts • use of an Interrupt Service Routine (ISR) • when interrupts are detected during the fetch-execute cycle • how interrupts are handled
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang model Von Neumann dasar untuk sistem komputer dan konsep program tersimpan
    Tunjukkan pemahaman tentang tujuan dan peran register, termasuk perbedaan antara register penggunaan umum dan penggunaan khusus Register penggunaan khusus termasuk: • Program Counter (PC) • Memory Data Register (MDR) • Memory Address Register (MAR) • Akumulator (ACC) • Index Register (IX) • Current Instruction Register (CIR) • Status Register
    Tunjukkan pemahaman tentang tujuan dan peran Unit Aritmatika dan Logika (ALU), Kontrol Unit (CU) dan clock sistem, Immediate Access Store (IAS)
    Tunjukkan pemahaman tentang bagaimana data ditransfer antar komponen sistem komputer menggunakan bus alamat, bus data dan bus kontrol
    Tunjukkan pemahaman tentang faktor-faktor yang berkontribusi terhadap kinerja sistem komputer Termasuk: • tipe prosesor dan jumlah core • lebar bus • kecepatan clock • memori cache
    Pahami bagaimana port yang berbeda menyediakan koneksi ke perangkat periferal Termasuk koneksi ke: • Universal Serial Bus (USB) • High Definition Multimedia Interface (HDMI) • Video Graphics Array (VGA)
    Jelaskan tahap-tahap siklus Fetch-Execute (F-E) Jelaskan dan gunakan notasi 'register transfer' untuk mendeskripsikan siklus F-E
    Tunjukkan pemahaman tentang tujuan interupsi Termasuk: • kemungkinan penyebab interupsi • aplikasi interupsi • penggunaan Interrupt Service Routine (ISR) • kapan interupsi terdeteksi selama siklus fetch-execute • bagaimana interupsi ditangani

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    The fetch-decode-execute cycle

    The Von Neumann architecture 冯·诺依曼体系结构 underlies almost every general-purpose computer:

    • a single memory — the Immediate Access Store 立即存取存储器 (IAS) — holds both program instructions and data (the stored program 存储程序 concept).
    • a processor 处理器 (CPU) fetches instructions from memory and runs them one at a time.
    • instructions run in order unless a branch changes the flow.

    The stored-program idea is what makes a computer flexible: change the program and you change what it does, with no rewiring.

    Explore · ⁨Jelajahi⁩

    Tap the parts of a Von Neumann computer · ⁨Klik bagian-bagian komputer Von Neumann⁩

    Explore each block. The CPU (control unit, ALU, registers) talks to a single main memory over the buses — and that one shared memory for instructions AND data is the Von Neumann idea. · ⁨Jelajahi setiap blok. CPU (unit kontrol, ALU, register) berkomunikasi dengan satu memori utama melalui bus — dan satu memori bersama untuk instruksi DAN data inilah gagasan Von Neumann.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    Von Neumann architecture/vɒn ˈnɔɪmən ˈɑːkɪtektʃə/ Arsitektur Von Neumann
    Immediate Access Store/ɪˈmiːdɪət ˈækses stɔː/ Penyimpan Akses Langsung
    stored program/stɔːd ˈprəʊɡræm/ program tersimpan
    processor/ˈprəʊsesə/ prosesor
    RAM/ræm/ RAM
    4.1

    The CPU's main parts

    All of these parts sit inside one small chip. The diagram later in this section shows how they connect; the photo below shows the real thing.

    The underside of an Intel CPU chip on a white background, a flat square covered in a grid of hundreds of small gold contact pads that press onto the motherboard socket
    A modern CPU: the whole processor is one small chip (here seen from below, showing the contacts)
    A square CPU socket on a motherboard, with a grid of tiny pins and a metal retention lever, surrounded by circuit tracks
    The matching CPU socket on the motherboard: the chip's contacts press onto these pins

    Arithmetic and Logic Unit (ALU)

    The ALU 算术逻辑单元 does the arithmetic (add, subtract, …) and logic (AND, OR, comparisons). It takes operands from registers 寄存器 and puts results back in a register.

    Control Unit (CU)

    The control unit 控制单元 decodes each instruction and sends the control signals to carry it out — opening data paths, telling the ALU what to do, and controlling memory reads and writes.

    System clock

    The clock sends a steady stream of pulses that keep the CPU in step. Each instruction takes a fixed number of cycles, and the clock speed 时钟频率 (e.g. 3.8 GHz) is one factor in performance.

    "Explain how the CU and the system clock work together": the clock emits pulses at a fixed frequency; the control unit uses each pulse to move the fetch-execute cycle on by one step, sending its control signals in time with the pulses, so every part of the processor changes state together. A faster clock means more steps per second, up to the point where the circuits cannot settle between pulses.

    Registers

    Registers are tiny, very fast stores inside the CPU. The special purpose registers 专用寄存器 each have a fixed job in the cycle:

    • Program Counter 程序计数器 (PC) — the address of the next instruction.
    • Memory Address Register 内存地址寄存器 (MAR) — the address being read or written.
    • Memory Data Register 内存数据寄存器 (MDR) — the data going to or from memory.
    • Current Instruction Register 当前指令寄存器 (CIR) — the instruction being decoded.
    • Accumulator 累加器 (ACC) — the value the ALU is working on.
    • Status Register 状态寄存器 — holds flags 标志 (carry, zero, negative, overflow) used by branches. Each flag is one bit, set or cleared by the ALU after an operation: the zero flag after a comparison that matched, the carry flag when an addition overflowed the register, the negative flag when a result is negative. A conditional jump reads the flags to decide whether to branch, and an overflow flag can raise an interrupt.
    • Index Register 变址寄存器 — an offset added to an address in indexed addressing; incrementing it steps through an array one element at a time.

    The "complete the table describing the role of each register" question wants one precise sentence per register in these terms: the PC holds the address of the next instruction to be fetched; the MAR holds the address of the location being read from or written to; the MDR holds the data or instruction just read from, or about to be written to, that location; the CIR holds the instruction currently being decoded and executed; the ACC holds the result of the last arithmetic or logic operation.

    General-purpose registers 通用寄存器 are used by the programmer for temporary values during a calculation. Movements of data between registers and memory are written in register transfer 寄存器传送 notation — e.g. MAR ← [PC] ("copy the contents of PC into MAR").

    Block diagram of the Von Neumann CPU showing PC, MAR, MDR, CIR, ACC, status register, control unit, ALU and system clock, linked to main memory and input/output by the address, data and control buses
    The Von Neumann CPU: registers, control unit and ALU linked by buses
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    arithmetic and logic unit/ˌærɪθˈmetɪk ənd ˈlɒdʒɪk ˈjuːnɪt/ unit aritmatika dan logika
    ALU/ˌeɪ el ˈjuː/ ALU
    register/ˈredʒɪstə/ register
    control unit/kənˈtrəʊl ˈjuːnɪt/ unit kontrol
    clock speed/klɒk spiːd/ kecepatan clock
    special purpose registers/ˈspeʃl ˈpɜːpəs ˈredʒɪstəz/ register tujuan khusus
    Program Counter/ˈprəʊɡræm ˈkaʊntə/ Program Counter
    Memory Address Register/ˈmeməri əˈdres ˈredʒɪstə/ Memory Address Register
    Memory Data Register/ˈmeməri ˈdeɪtə ˈredʒɪstə/ Memory Data Register
    Current Instruction Register/ˈkʌrənt ɪnˈstrʌkʃn ˈredʒɪstə/ Current Instruction Register
    accumulator/əˈkjuːmjʊleɪtə/ akumulator
    Status Register/ˈsteɪtəs ˈredʒɪstə/ Status Register
    flags/flæɡz/ flag
    Index Register/ˈɪndeks ˈredʒɪstə/ Index Register
    general-purpose registers/ˈdʒenərəl ˈpɜːpəs ˈredʒɪstəz/ register tujuan umum
    register transfer/ˈredʒɪstə ˈtrænsfɜː/ transfer register
    4.1

    Buses

    Three internal buses 总线 (sets of parallel wires) connect the parts:

    • address bus 地址总线 — carries the memory address. One-way (CPU → memory).
    • data bus 数据总线 — carries the data. Two-way.
    • control bus 控制总线 — carries control signals (read, write, interrupt). Two-way.

    An $n$-bit address bus can reach $2^{n}$ memory locations. The data-bus width sets how many bits move per access (often the word size).

    CPU, memory and input/output each tapping the address bus (one-way), data bus and control bus inside the system bus
    The three system buses connecting the CPU, memory and input/output
    A motherboard seen from above: the CPU socket, memory slots and expansion slots joined by dense printed tracks
    A motherboard: the CPU, memory and I/O all sit on one set of buses — the printed tracks running between them
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    control bus/kənˈtrəʊl bʌs/ bus kendali
    buses/ˈbʌsɪz/ bus
    address bus/əˈdres bʌs/ bus alamat
    data bus/ˈdeɪtə bʌs/ bus data
    4.1

    What affects performance

    • clock speed — more cycles per second.
    • number of cores 核心 — a multi-core CPU runs several threads at once.
    • word size 字长 — a 64-bit CPU handles 64-bit chunks per cycle and can address far more memory than a 32-bit one.
    • amount of RAM 随机存取存储器 — more RAM holds more of the working set; too little forces the OS to page 页 to disk.
    • cache memory 高速缓存 size — more cache cuts average memory access time.
    • secondary storage 辅助存储器 type — an SSD loads programs far faster than an HDD.
    • bus width and speed — wider/faster buses move data more quickly.

    Match the specs to the workload: a quad-core beats a dual-core on parallel work, but higher per-core speed wins on single-threaded work.

    Each factor is a two-mark answer with a reason attached:

    • More cores: each core can fetch and execute its own instruction at the same time, so several programs, or the threads of one program, run in parallel. But a program must be written to use more than one core, so doubling the cores does not double the speed.
    • Higher clock speed: more fetch-execute cycles per second, so more instructions per second; the limit is the heat produced.
    • Wider bus: a wider data bus moves more bits in each transfer, so fewer transfers are needed for the same data; a wider address bus can address more memory locations.
    • Cache memory: a small, fast memory inside or next to the processor that keeps the instructions and data used most recently or most often. Reading them from cache is much faster than from RAM, so the processor spends less time waiting.

    "Explain why the new computer performs better" is answered by comparing the two specifications line by line: a higher clock speed executes more instructions per second, more cores run more tasks at once, more cache means fewer slow accesses to RAM, and more RAM means fewer transfers to disk.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    word size/wɜːd saɪz/ ukuran kata
    number of cores/ˈnʌmbə ɒv kɔːz/ jumlah inti
    cores/kɔːz/ inti prosesor
    amount of RAM/əˈmaʊnt ɒv ræm/ jumlah RAM
    page/peɪdʒ/ halaman
    cache memory/kæʃ ˈmeməri/ memori cache
    cache/kæʃ/ cache
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ penyimpanan sekunder
    4.1

    Ports

    A port 端口 is a physical socket for connecting a peripheral 外围设备:

    • USB (Universal Serial Bus) — general-purpose (keyboards, drives, phones).
    • HDMI (High Definition Multimedia Interface) — digital video and audio to a screen.
    • VGA (Video Graphics Array) — older analogue video output to a monitor.
    • Ethernet (RJ-45) — wired LAN. Audio jacks — headphones/microphone.

    Different ports use different signals, so an HDMI cable will not fit a USB socket. USB-C is unusual in carrying video, data and power.

    "Explain how the computer connects to the monitor through HDMI": the HDMI port sends the video and the audio as one digital signal down a single cable, so no conversion to analogue is needed and the picture is not degraded; the cable carries high-definition resolutions and the monitor's own port decodes the signal. A USB device is plug-and-play: when it is connected the computer detects it, identifies it, loads or installs the driver it needs, and can supply it with power, all without a restart.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    port/pɔːt/ port
    peripheral/pəˈrɪfərəl/ periferi
    4.1

    Fetch-Execute cycle

    The CPU repeats the fetch-execute cycle 取指-执行周期, one run per machine instruction.

    Fetch

    1. the PC's address is copied to the MAR.
    2. the PC is incremented to point to the next instruction.
    3. a read signal goes over the control bus.
    4. memory puts the instruction on the data bus.
    5. it is copied into the MDR, then into the CIR.

    The exam asks for these steps in register transfer notation 寄存器传送记法, where [X] means the contents of register X and [[MAR]] means the contents of the memory location whose address is in the MAR:

    MAR ← [PC]          the address of the next instruction goes to the MAR
    PC  ← [PC] + 1      the PC now points to the following instruction
    MDR ← [[MAR]]       the instruction at that address is read into the MDR
    CIR ← [MDR]         the instruction is copied into the CIR for decoding
    

    The order matters: the PC is incremented straight after its address has been copied, so that a jump executed later can still overwrite it. During execution the same notation describes each instruction; for LDD 200, for example, MAR ← 200, MDR ← [[MAR]], ACC ← [MDR].

    The fetch register transfers in order: 1 the PC's address goes to the MAR; 2 the MAR sends the address to memory; 3 the instruction returns to the MDR; 4 the MDR copies it to the CIR; meanwhile the PC is incremented
    The register transfers in a fetch: PC → MAR → memory → MDR → CIR, with the PC incremented

    Decode

    The CU decodes the instruction in the CIR — what operation, and which operands or addresses.

    Execute

    The CU carries it out: arithmetic/logic goes to the ALU (result to the ACC); a load/store moves data between memory and a register; a branch changes the PC. Then the cycle repeats.

    Flowchart of the fetch-execute cycle from START: the fetch stage (PC to MAR, increment PC, read signal, memory to data bus to MDR to CIR), the decode stage, the execute stage, then a check for interrupts that loops back to START
    The fetch-execute cycle, with a check for interrupts each time
    Explore · ⁨Jelajahi⁩

    The fetch-execute cycle · ⁨Siklus fetch-execute⁩

    Tap round the loop the CPU repeats billions of times a second. Watch how fetch uses the PC/MAR/MDR/CIR registers, then decode and execute act on what was fetched. · ⁨Klik keliling loop yang diulang CPU miliaran kali per detik. Perhatikan bagaimana fetch menggunakan register PC/MAR/MDR/CIR, lalu decode dan execute bekerja pada apa yang telah diambil.⁩

    Explore · ⁨Jelajahi⁩

    The fetch–execute cycle · ⁨Siklus ambil-eksekusi⁩

    Step through how the CPU runs one instruction — fetch it from memory, decode it, then execute it, over and over. · ⁨Langkah demi langkah bagaimana CPU menjalankan satu instruksi — ambil dari memori, decode, lalu eksekusi, terus-menerus.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    fetch-execute cycle/fetʃ ˈeksɪkjuːt ˈsaɪkl/ siklus ambil-eksekusi
    register transfer notation/ˈredʒɪstə ˈtrænsfɜː nəʊˈteɪʃn/ notasi transfer register
    4.1

    Interrupts

    An interrupt 中断 is a signal that pauses the normal cycle so the CPU can handle an urgent event (a key press, a packet arriving, a hardware fault, division by zero, the OS timer).

    Handling one:

    1. finish the current instruction.
    2. save the state (PC and registers).
    3. load the address of the interrupt service routine 中断服务程序 (ISR) into the PC and run it.
    4. the ISR handles the event.
    5. restore the saved state and carry on.

    Interrupts let the system respond promptly without the CPU constantly checking devices, and are how the OS multitasks.

    "Explain how an interrupt from an input device is detected and handled in the F-E cycle" is a four-mark answer with these points: the device sends an interrupt signal that sets the interrupt flag in the interrupt register 中断寄存器; the processor checks that register at the end of every fetch-execute cycle, after the current instruction has finished executing; if a flag is set and the interrupt has a higher priority than the current task, the contents of the PC and the other registers are saved onto the stack 栈; the address of the interrupt service routine is loaded into the PC and the routine runs; when it finishes, the saved values are restored from the stack and the interrupted program continues from where it stopped.

    Causes worth naming: a hardware interrupt from a device (a key pressed, a printer buffer empty, a network packet arriving), a software interrupt from a fault (division by zero, an illegal instruction, arithmetic overflow), a timer interrupt from the operating system marking the end of a time slice, and a power failure warning.

    Flowchart of interrupt handling: the running program is interrupted, the CPU finishes the current instruction, saves its state (PC and registers) on the stack, runs the interrupt service routine, restores the state and resumes
    How an interrupt fits into the fetch-execute cycle
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    interrupt/ˈɪntərʌpt/ interrupt
    interrupt service routine/ˈɪntərʌpt ˈsɜːvɪs ruːˈtiːn/ rutin layanan interrupt
    interrupt register/ˈɪntərʌpt ˈredʒɪstə/ register interrupt
    stack/stæk/ tumpukan
    4.2

    Assembly language and machine code

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the relationship between assembly language and machine code
    Describe the different stages of the assembly process for a two-pass assembler Apply the two-pass assembler process to a given simple assembly language program
    Trace a given simple assembly language program
    Show understanding that a set of instructions are grouped Including the following groups: • Data movement • Input and output of data • Arithmetic operations • Unconditional and conditional instructions • Compare instructions
    Show understanding of and be able to use different modes of addressing Including immediate, direct, indirect, indexed, relative
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang hubungan antara bahasa assembly dan kode mesin
    Jelaskan tahapan-tahapan yang berbeda dari proses perakitan untuk assembler dua-lintasan Terapkan proses assembler dua-lintasan pada program bahasa perakitan sederhana yang diberikan
    Telusuri program bahasa perakitan sederhana yang diberikan
    Tunjukkan pemahaman bahwa sekumpulan instruksi dikelompokkan Termasuk kelompok berikut: • Perpindahan data • Input dan output data • Operasi aritmatika • Instruksi tak bersyarat dan bersyarat • Instruksi perbandingan
    Tunjukkan pemahaman dan kemampuan menggunakan berbagai mode pengalamatan Termasuk immediate, langsung, tidak langsung, indeks, relatif

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    The CPU actually runs machine code 机器码 — bit patterns, specific to one architecture. Assembly language 汇编语言 is a readable form, with one instruction per machine instruction, written using mnemonics 助记符 like LDD, ADD, JMP. An assembler 汇编器 translates it to machine code.

    An assembler translates assembly mnemonics into machine-code bit patterns
    An assembler turns mnemonics into machine-code bit patterns

    Two-pass assembler

    A two-pass assembler reads the source twice:

    • pass 1 builds a symbol table 符号表: each time a label 标签 (like LOOP:) appears, record its address; no code yet.
    • pass 2 generates code: translate each instruction, and when one refers to a label (like JMP LOOP), look up its address in the symbol table.

    Two passes handle forward references 前向引用 (a jump to a label defined later).

    Worked example. Apply the two-pass process to this program, whose first instruction is stored at address 100.

            LDD  COUNT
    LOOP:   DEC  ACC
            CMP  #0
            JPN  LOOP
            END
    COUNT:  5
    

    Pass 1 reads each line, counts the address it will occupy, and records every label in the symbol table: LOOP = 101 (the DEC line) and COUNT = 105 (the data line). No code is produced. Pass 2 reads the program again and translates each line into machine code, replacing each mnemonic by its opcode 操作码 and each symbolic address by the number from the symbol table: LDD COUNT becomes the opcode for LDD with operand 操作数 105, and JPN LOOP becomes the opcode for JPN with operand 101. The jump back to LOOP could have been resolved in one pass, but a jump forward to a label not yet seen could not, which is why the assembler makes two.

    Example instruction set

    Cambridge uses a small generic set, printed in the paper's reference table, with one general-purpose register, the accumulator (ACC), and an index register (IX). An operand written #n is a denary number, Bn a binary number and &n a hexadecimal number; <address> is a location number or a label.

    Group Instruction What it does
    Data movement LDM #n load the number n into ACC (immediate)
    LDD <address> load the contents of the address into ACC (direct)
    LDI <address> the address holds another address; load the contents of that one into ACC (indirect)
    LDX <address> add IX to the address and load the contents of the result into ACC (indexed)
    LDR #n load the number n into IX
    MOV <register> copy ACC into the named register (IX)
    STO <address> store the contents of ACC at the address
    Input and output IN read a key press and put its ASCII code in ACC
    OUT output the character whose ASCII code is in ACC
    Arithmetic ADD <address> / ADD #n add the contents of the address, or the number, to ACC
    SUB <address> / SUB #n subtract from ACC
    INC <register> / DEC <register> add 1 to, or subtract 1 from, ACC or IX
    Compare CMP <address> / CMP #n compare ACC with the contents of the address, or with n, and set the flag
    CMI <address> compare ACC with the contents of the address held at the address (indirect)
    Jump JMP <address> jump to the address unconditionally
    JPE <address> / JPN <address> jump if the last compare was equal / not equal
    Bit manipulation AND, OR, XOR with #n, Bn, &n or <address> bitwise operation on ACC
    LSL #n / LSR #n shift ACC logically n places left or right
    END end the program

    The "assembly language instructions are grouped" question wants the group names, and an instruction from each: data movement, input and output, arithmetic, unconditional and conditional jumps, compare, and bit manipulation.

    Explore · ⁨Jelajahi⁩

    How a two-pass assembler works · ⁨Bagaimana assembler dua-passage bekerja⁩

    Step through it. The assembler reads your code twice: pass 1 just finds where every label lives, so pass 2 can fill in the addresses — that is how a jump to a label defined later still works. · ⁨Ikuti langkah demi langkah. Assembler membaca kode Anda dua kali: pass 1 hanya mencari tempat setiap label berada, sehingga pass 2 dapat mengisi alamat — itulah cara lompatan ke label yang didefinisikan nanti tetap berfungsi.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    operand/ˈɒpərænd/ operand
    assembly language/əˈsemblɪ ˈlæŋɡwɪdʒ/ bahasa assembly
    machine code/məˈʃiːn kəʊd/ kode mesin
    mnemonics/nɪˈmɒnɪks/ mnemonik
    assembler/əˈsemblə/ assembler
    symbol table/ˈsɪmbl ˈteɪbl/ tabel simbol
    label/ˈleɪbl/ label
    forward references/ˈfɔːwəd ˈrefrənsɪz/ referensi maju
    opcode/ˈɒpkəʊd/ opcode
    4.2

    Addressing modes

    The addressing mode 寻址方式 (the modes of addressing) says how the CPU finds the operand:

    • immediate addressing 立即寻址 — the operand is the value in the instruction. LDM #10 loads 10.
    • direct addressing 直接寻址 — the instruction holds an address; the operand is the value there. LDD 200.
    • indirect addressing 间接寻址 — the instruction holds an address that holds another address, which is the data. LDI 200.
    • indexed addressing 变址寻址 — effective address is address + index register; used for arrays. LDX 100 with IR = 5 reads address 105.

    (Relative addressing 相对寻址 gives the address as an offset from the PC — used for jumps.)

    Four addressing modes reaching their operand. Immediate: LDM #10 gives 10 directly. Direct: LDD 200 reads memory location 200 (=42). Indirect: LDI 200 reads location 200 (=250) then location 250 (=99). Indexed: LDX 100 with index register 5 reads location 105 (=7)
    How each addressing mode reaches its operand — immediate, direct, indirect and indexed

    Worked example. Memory holds: location 200 = 250, location 250 = 99, location 105 = 7. The index register holds 5. What is in the accumulator after each of LDM #200, LDD 200, LDI 200 and LDX 100? Follow how far each mode has to look. LDM #200 is immediate - the operand is the number written in the instruction, so the accumulator holds 200. LDD 200 is direct - go to location 200 and take what is there: 250. LDI 200 is indirect - location 200 holds 250, which is another address, so go on to location 250: 99. LDX 100 is indexed - add the index register to the address, $100 + 5 = 105$, and read location 105: 7. Count the hops to keep them apart: immediate 0, direct 1, indirect 2, indexed 1 (once the index has been added).

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    indexed addressing/ˈɪndekst əˈdresɪŋ/ pengalamatan terindeks
    addressing mode/əˈdresɪŋ məʊd/ mode pengalamatan
    immediate addressing/ɪˈmiːdɪət əˈdresɪŋ/ pengalamatan segera
    direct addressing/daɪˈrekt əˈdresɪŋ/ pengalamatan langsung
    indirect addressing/ɪndaɪˈrekt əˈdresɪŋ/ pengalamatan tidak langsung
    relative addressing/ˈrelətɪv əˈdresɪŋ/ pengalamatan relatif
    4.2

    Tracing an assembly program

    To trace it: make a table with columns for the PC, ACC, index register, each variable and any flags. Step through the instructions, updating the table after each; follow branches when they change the PC; stop at END. A common pattern is a loop over an array using indexed addressing.

    Worked example. Trace this program. Address 200 holds 5 and address 201 holds 0.

    100   LDD  200
    101   CMP  #0
    102   JPE  108
    103   OUT
    104   DEC  ACC
    105   STO  200
    106   LDD  201
    107   JMP  100
    108   END
    

    Write one row for each instruction executed, filling in only the columns that change:

    Instruction ACC 200 201 Output
    start 5 0
    LDD 200 5
    CMP #0
    JPE 108 not taken
    OUT character with code 5
    DEC ACC 4
    STO 200 4
    LDD 201 0
    JMP 100
    LDD 200 4

    and so on, until LDD 200 loads 0, the compare sets the equal flag, JPE 108 is taken and the program ends. Three things the examiner checks: a CMP changes no register, only a flag; a jump not taken still counts as executed; and OUT outputs a character, so it goes in the output column, not the ACC column. "State the effect of changing LDD 10 to LDM #10": the ACC would hold the number 10 instead of the contents of address 10.

    4.3

    Binary shifts

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of and perform binary shifts Logical, arithmetic and cyclic Left shift, right shift
    Show understanding of how bit manipulation can be used to monitor/control a device Carry out bit manipulation operations Test and set a bit (using bit masking)
    Instruction Label | Opcode | Operand Explanation
    AND #n / Bn / &n Bitwise AND operation of the contents of ACC with the operand
    AND
    Bitwise AND operation of the contents of ACC with the contents of
    XOR #n / Bn / &n Bitwise XOR operation of the contents of ACC with the operand
    XOR
    Bitwise XOR operation of the contents of ACC with the contents of
    OR #n / Bn / &n Bitwise OR operation of the contents of ACC with the operand
    OR
    Bitwise OR operation of the contents of ACC with the contents of
    LSL #n Bits in ACC are shifted logically n places to the left. Zeros are introduced on the right hand end
    LSR #n Bits in ACC are shifted logically n places to the right. Zeros are introduced on the left hand end
    Labels an instruction
    Gives a symbolic address
    All questions will assume there is only one general purpose register available (Accumulator) ACC denotes Accumulator IX denotes Index Register
    can be an absolute or symbolic address # denotes a denary number, e.g. #123 B denotes a binary number, e.g. B01001010 & denotes a hexadecimal number, e.g. &4A
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman dan lakukan pergeseran biner Logis, aritmatika dan siklis Geser kiri, geser kanan
    Tunjukkan pemahaman tentang bagaimana manipulasi bit dapat digunakan untuk memantau/mengontrol perangkat Lakukan operasi manipulasi bit Tes dan atur sebuah bit (menggunakan masking bit)
    Label Instruksi | Opcodes | Operand Penjelasan
    AND #n / Bn / &n Operasi AND bitwise dari isi ACC dengan operand
    AND
    Operasi AND bitwise dari isi ACC dengan isi
    XOR #n / Bn / &n Operasi XOR bitwise dari isi ACC dengan operand
    XOR
    Operasi XOR bitwise dari isi ACC dengan isi
    OR #n / Bn / &n Operasi OR bitwise dari isi ACC dengan operand
    OR
    Operasi OR bitwise dari isi ACC dengan isi
    LSL #n Bit dalam ACC digeser secara logis n tempat ke kiri. Nol dimasukkan di ujung kanan
    LSR #n Bit dalam ACC digeser secara logis n tempat ke kanan. Nol dimasukkan di ujung kiri
    Menandai sebuah instruksi
    Memberikan alamat simbolik
    Semua soal akan mengasumsikan hanya tersedia satu register tujuan umum (Akumulator) ACC menunjukkan Akumulator IX menunjukkan Register Indeks
    bisa berupa alamat absolut atau simbolik # menunjukkan angka desimal, mis. #123 B menunjukkan angka biner, mis. B01001010 & menunjukkan angka heksadesimal, mis. &4A

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    A logical shift 逻辑移位 moves all the bits left or right by some places, filling new positions with 0.

    • left shift by 1 (LSL #1) — bits move left, a 0 enters on the right; for an unsigned number this is × 2.
    • right shift by 1 (LSR #1) — bits move right, a 0 enters on the left; for an unsigned number this is integer ÷ 2.

    Shifting by $n$ places multiplies or divides by $2^{n}$. Example: 00001011 (11) LSL #1 → 00010110 (22).

    Bits shifted off the end are lost, so the multiplication is only correct while they were zeros. LSL #2 on the two's-complement integer 11001010 gives 00101000: the two 1s that fell off the left are gone, the sign bit has changed, and the result is no longer four times the original.

    An arithmetic right shift keeps the sign bit so a negative signed number stays negative. A cyclic shift 循环移位 (rotate) feeds the bit that drops off one end back in at the other end, so no bits are lost.

    "Show the result of an arithmetic right shift of 3 places on 10011110": copy the sign bit into each vacated place, 11110011. The same shift on 01011100 gives 00001011. A cyclic left shift of 1 on 10000110 gives 00001101: the leading 1 reappears on the right.

    Three 8-bit shifts: LSL #1 turns 00001011 into 00010110 (times 2, a 0 enters on the right); LSR #1 turns it into 00000101 (integer divide by 2, a 0 enters on the left); ASR #1 turns 10110100 into 11011010, copying the sign bit
    Logical left ($\times 2$), logical right ($\div 2$) and arithmetic right (keeps the sign bit)

    The difference between the two right shifts is a single bit. Take 11110000, which is 240 read as unsigned and $-16$ read as signed. LSR #1 brings in a 0 and gives 01111000 $= 120$, which is the correct half of 240. ASR #1 copies the sign bit instead and gives 11111000 $= -8$, which is the correct half of $-16$. Neither is wrong — each halves the value under one reading.

    The byte 11110000 shifted right twice over: LSR brings a 0 in on the left giving 01111000 which is 120, while ASR copies the sign bit giving 11111000 which is minus 8; the two results differ only in the bit that entered
    Logical and arithmetic right shift on the same byte: only the bit that enters on the left differs

    Bit manipulation for monitoring/control

    Embedded devices often use one bit 位 of a register per signal (e.g. bit $n$ = LED $n$). Using a mask 掩码 — bit masking — you can:

    • set bit $n$: R = R OR a mask with bit $n$ set.
    • clear bit $n$: R = R AND a mask with bit $n$ clear and the rest set.
    • toggle bit $n$: R = R XOR a mask with bit $n$ set.
    • test bit $n$: R AND the mask, then check if the result is non-zero.
    Bit masking on the byte 01001000: set bit 2 with OR 00000100 to get 01001100; clear bit 6 with AND 10111111 to get 00001000; toggle bit 3 with XOR 00001000 to get 01000000
    Set a bit with OR, clear it with AND, toggle it with XOR — each using a mask

    Bit manipulation is fast, uses little memory, and lets one byte hold up to 8 on/off states.

    In the exam's instruction set these are AND, OR and XOR with a mask written as a denary, binary or hexadecimal operand. With the ACC holding 10101100:

    Instruction Mask Result in ACC Effect
    AND B00001111 00001111 00001100 keeps only the low four bits (clears the others)
    OR #1 00000001 10101101 sets the least significant bit, leaving the rest unchanged
    XOR &FF 11111111 01010011 inverts every bit
    AND B00001000 then CMP #0 00001000 00001000 tests bit 3: the compare is not equal, so bit 3 was set
    LSL #2 10110000 shifts left two places, losing the top two bits
    LSR #3 00010101 shifts right three places, zeros entering on the left

    "Write the instruction that sets the least significant bit to 1 and leaves the others unchanged": OR #1, or OR B00000001. To clear a bit use AND with a mask that has a 0 in that place and 1s elsewhere; to test a bit, AND with a mask that has a 1 only in that place, then compare the result with zero. In a monitoring device, one bit of a register per sensor lets a single AND check whether a particular sensor is on, and one OR switches an actuator's control bit on without disturbing the others.

    Explore · ⁨Jelajahi⁩

    Shift and mask the bits of a byte · ⁨Geser dan mask bit-bit byte⁩

    Pick an operator and watch each result bit. A left shift (<<) moves every bit up one place (×2); a right shift (>>) moves them down (÷2); AND with a mask clears the bits you don't want. · ⁨Pilih operator dan perhatikan setiap hasil bit. Geser kiri (<<) moves every bit up one place (×2); a right shift (>>) memindahkannya ke bawah (÷2); AND dengan mask menghapus bit yang tidak diinginkan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    bit/bɪt/ bit
    logical shift/ˈlɒdʒɪkl ʃɪft/ geser logika
    cyclic shift/ˈsaɪklɪk ʃɪft/ geser siklis
    mask/mæsk/ masker
    4.3

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    stored program concept the program instructions and the data are both held in main memory, and instructions are fetched and executed one at a time
    register a small, very fast storage location inside the processor with a specific purpose
    Program Counter the register holding the address of the next instruction to be fetched
    Memory Address Register the register holding the address of the memory location being read from or written to
    Memory Data Register the register holding the data or instruction just read from, or about to be written to, memory
    Current Instruction Register the register holding the instruction currently being decoded and executed
    Accumulator the general-purpose register holding the result of the last arithmetic or logic operation
    cache memory small, fast memory close to the processor holding frequently used instructions and data
    interrupt a signal from a device or program that causes the processor to pause the current task and run an interrupt service routine
    assembly language a low-level language in which each mnemonic instruction corresponds to one machine-code instruction
    immediate addressing the operand is the value written in the instruction
    direct addressing the operand is the contents of the address written in the instruction
    indirect addressing the address in the instruction holds the address of the operand
    indexed addressing the operand's address is the address in the instruction plus the contents of the index register
    relative addressing the operand's address is given as an offset from the address of the current instruction
    logical shift every bit moves the given number of places and zeros fill the vacated places
    4.3

    Exam tips

    • Learn the fetch-execute cycle in register-transfer terms (PC, MAR, MDR, CIR, ACC) and what increments the PC.
    • Name each register's job; the address bus is one-way, the data bus is two-way.
    • Distinguish the addressing modes (immediate, direct, indirect, indexed) — a frequent question.
    • Explain how clock speed, number of cores, cache size and word length affect performance.
    • For a binary shift, state whether it is logical or arithmetic; a left shift multiplies by 2, a right shift divides by 2.

    Common mistakes

    • Saying the PC holds the current instruction, or the MDR holds an address. The PC holds the address of the next instruction; the MDR holds data or an instruction, never an address.
    • Leaving the increment of the PC out of the fetch, or putting it after the execute. It happens as soon as the address has been copied to the MAR.
    • Reading LDD 10 as "load 10". LDD 10 loads the contents of address 10; LDM #10 loads the number 10.
    • Putting a value in the ACC column for CMP or OUT. A compare sets a flag only; an output goes to the output column.
    • Saying an interrupt is handled "immediately". The processor finishes the current instruction and checks for interrupts at the end of the cycle.
    • Using a logical right shift on a negative two's-complement number. Only an arithmetic shift keeps the sign bit.
  • 5

    System Software · ⁨Perangkat lunak sistem⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    5.1

    Operating systems

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Explain why a computer system requires an Operating System (OS)
    Explain the key management tasks carried out by the Operating System Including memory management, file management, security management, hardware management (input/output/peripherals), process management
    Show understanding of the need for typical utility software provided with an Operating System Including disk formatter, virus checker, defragmentation software, disk contents analysis / disk repair software, file compression, back-up software
    Show understanding of program libraries Including: • software under development is often constructed using existing code from program libraries • the benefits to the developer of software constructed using library files, including Dynamic Link Library (DLL) files
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Jelaskan mengapa sistem komputer memerlukan Sistem Operasi (OS)
    Jelaskan tugas-tugas manajemen utama yang dilakukan oleh Sistem Operasi Termasuk manajemen memori, manajemen file, manajemen keamanan, manajemen perangkat keras (input/output/periferi), manajemen proses
    Tunjukkan pemahaman akan kebutuhan perangkat lunak utilitas standar yang disediakan bersama Sistem Operasi Termasuk formatting disk, pemeriksa virus, perangkat lunak defragmentasi, analisis isi disk / perangkat lunak perbaikan disk, kompresi file, perangkat lunak cadangan
    Tunjukkan pemahaman tentang perpustakaan program Termasuk: • perangkat lunak yang sedang dikembangkan sering kali dibangun menggunakan kode yang sudah ada dari perpustakaan program • manfaat bagi pengembang perangkat lunak yang dibangun menggunakan file perpustakaan, termasuk Dynamic Link Library (DLL)

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Why a computer needs an OS

    Hardware on its own can only fetch and run instructions — it knows nothing about files, programs, networks or users. The operating system 操作系统 (OS) is the software layer that:

    • manages the hardware (processor 处理器, memory, I/O, storage) for the running programs.
    • provides services (file system, network, user accounts) through a clear interface, so programs need not talk to the hardware directly.
    • provides a user interface (command line, GUI, touch).
    • lets several programs share the hardware safely — each gets fair CPU time and is kept out of the others' memory.

    Without an OS, every program would need its own drivers, and only one program could safely run at a time.

    "Describe the purpose of an OS" — the five-mark list. The OS (1) provides an interface between the user and the hardware; (2) hides the complexity of the hardware from the user and from application programs; (3) manages the hardware resources — processor time, memory, storage and input/output devices — and shares them between programs; (4) loads application software into memory and runs it, giving every program the same platform to run on; (5) lets several programs run at once (multitasking 多任务处理) while keeping them, and the users' data, secure. Give five different points; "it runs the computer" or "it manages resources" alone earns nothing.

    A desktop operating system on screen
    A desktop operating system manages the screen, files and programs for the user
    A smartphone held in one hand, showing the Android home screen with its app icons
    A phone needs one just as much: this is a mobile operating system, Android

    Key management tasks

    The syllabus names five. Each point below is one thing the OS actually does, which is what a "describe" question wants.

    • memory management 内存管理 — allocates memory to each program when it is loaded, keeps every program's memory separate (memory protection 内存保护) so one cannot overwrite another, frees the memory when a program ends, and swaps pages between RAM 随机存取存储器 and secondary storage 辅助存储器 (the disk) (virtual memory 虚拟内存 / paging 分页) so more programs can be open than physical memory allows.
    • process management 进程管理 — a running program is a process 进程. The OS creates and ends processes, decides which process gets the CPU next (scheduling 调度) and for how long (a time slice 时间片), switches between them, resolves conflicts when two want the same resource, and can kill one that stops responding.
    • hardware management (input/output and peripherals) — talks to each device through its device driver 设备驱动, queues and buffers data going to slow devices such as a printer, responds to interrupts 中断 from devices, and shares one device between several programs.
    • file management — creates, names, copies, moves and deletes files and folders, keeps the directory 目录 structure and a record of where each file is stored on the disk, allocates disk space to files, and enforces access rights 访问权限 (read / write / execute) for each user.
    • security management — user accounts and passwords (authentication 身份验证), access rights, encryption of stored data, a firewall, automatic security updates, and a log of who did what.
    Hub diagram with the operating system at the centre linked by spokes to memory, process, file, device and security management and the user interface
    The main jobs the operating system manages
    A memory map with the operating system and three applications each in their own block, separated by boundary addresses; an access inside a block is allowed but an access that strays past a boundary is blocked
    Memory protection keeps each application in its own block of memory

    How memory and process management support multitasking (a four-mark favourite). Memory management loads several programs into memory at the same time, each in its own protected area, and keeps track of which addresses belong to which; process management shares the processor between them — each process runs for a time slice, the OS saves its state and switches to the next, and the switching is so fast that all the programs appear to run together. Interrupts let the OS take the processor back from a process whenever a device needs attention.

    Interrupts. A hardware interrupt 硬件中断 comes from a device: a key pressed, a mouse click, a printer out of paper, a disk finishing a transfer, a power failure. A software interrupt 软件中断 comes from a program: division by zero, an invalid instruction, an attempt to use memory it does not own, or a request for an OS service. The OS's interrupt handler 中断处理程序 saves the state of the running process, deals with the interrupt, then restores the process (topic 4 covers the fetch–execute detail).

    Utility software

    Utility programs 实用程序 are system software that maintain, repair or optimise the computer rather than doing a user's task; the examiner accepts "performs a specific maintenance task that improves performance or security". Most OSes bundle these:

    Common utility programs: antivirus, backup, file compression and disk defragmenter
    Utility programs: antivirus, backup, compression and defragmenter
    • disk formatter — prepares a new disk (or wipes an old one) for use: sets up its file system and partitions, deleting any existing data.
    • virus checker (antivirus 杀毒软件) — scans files and memory, compares code against a database of known virus signatures 签名 and watches for suspicious behaviour, then quarantines or deletes what it finds; runs on a schedule and on every download, and needs updating as new viruses appear.
    • defragmentation software (disk defragmenter 碎片整理) — a hard disk stores a file in whatever free blocks it finds, so after many saves and deletes a file is scattered (fragmented 碎片化) across the platter and the read/write head must jump between the pieces. The defragmenter moves the pieces of each file next to each other and gathers the free space into one region, so files load faster and new files are not fragmented. Not needed on an SSD, which has no moving head.
    • disk contents analysis / disk repair software — shows what is using the disk space (large, duplicate or temporary files) so they can be removed; finds and repairs bad sectors, lost clusters and file-system errors.
    • file compression (compression 压缩) — shrinks files so they need less storage and transfer faster; archiving bundles many files into one.
    • back-up software (backup 备份) — copies files to another medium (external disk, network, cloud) on a schedule so data can be restored after loss, corruption or a ransomware attack; a full copy is followed by incremental backups 增量备份 of only what changed.
    • a firewall 防火墙 (filters network traffic by rules) and encryption tools, for security; a system monitor and automatic updates.

    Bundling these with the OS saves the user installing each one.

    Which utility does what. Performance: defragmentation (faster file access), disk repair (a disk with errors is slow or fails), disk contents analysis (free space by deleting junk), compression (more fits on the disk). Security: virus checker, firewall, encryption, and backup (the only recovery from ransomware). A "draw one line" question pairs each utility with exactly one purpose — learn the pairs above and use the syllabus names.

    Worked example. Explain how defragmentation can improve the performance of a computer (3 marks).

    Over time a file is stored in blocks scattered across the hard disk, so reading it needs many movements of the read/write head. The defragmenter rearranges the blocks so each file is stored contiguously and the free space is together. Files are then read with fewer head movements, so they load faster, and new files can be written into one continuous space.

    Explore · ⁨Jelajahi⁩

    Where the operating system sits · ⁨Di mana sistem operasi berada⁩

    Tap each layer. The OS is the middle layer — it sits between your applications and the hardware, sharing the machine safely so programs never touch the hardware directly. · ⁨Ketuk setiap lapisan. OS adalah lapisan tengah — ia berada di antara aplikasi Anda dan perangkat keras, berbagi mesin secara aman agar program tidak pernah menyentuh perangkat keras secara langsung.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    operating system/ˈɒpəreɪtɪŋ ˈsɪstəm/ sistem operasi
    processor/ˈprəʊsesə/ prosesor
    multitasking/ˈmʌltitæskɪŋ/ multitasking
    memory management/ˈmeməri ˈmænɪdʒmənt/ manajemen memori
    memory protection/ˈmeməri prəˈtekʃn/ perlindungan memori
    RAM/ræm/ RAM
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ penyimpanan sekunder
    virtual memory/ˈvɜːtʃuːəl ˈmeməri/ memori virtual
    paging/ˈpeɪdʒɪŋ/ paging
    process management/ˈprəʊses ˈmænɪdʒmənt/ manajemen proses
    process/ˈprəʊses/ proses
    scheduling/ˈʃedjuːlɪŋ/ penjadwalan
    time slice/taɪm slaɪs/ irisan waktu
    device driver/dɪˈvaɪs ˈdraɪvə/ driver perangkat
    interrupts/ˈɪntərʌpts/ interupsi
    directory/daɪˈrektəri/ direktori
    access rights/ˈækses raɪts/ hak akses
    authentication/ɔːˌθentɪˈkeɪʃn/ otentikasi
    firewall/ˈfaɪəwɔːl/ firewall
    hardware interrupt/ˈhɑːdweə ˈɪntərʌpt/ interrupt perangkat keras
    software interrupt/ˈsɒftweə ˈɪntərʌpt/ interrupt perangkat lunak
    interrupt handler/ˈɪntərʌpt ˈhændlə/ handler interrupt
    utility program/juːˈtɪlɪti ˈprəʊɡræm/ program utilitas
    antivirus/ˌæntɪˈvaɪrəs/ antivirus
    backup/ˈbækʌp/ backup
    compression/kəmˈpreʃn/ pemampatan
    disk defragmenter/dɪsk ˌdiːˈfræɡmentə/ defragmenter disk
    signatures/ˈsɪɡnɪtʃəz/ tanda tangan
    fragmented/fræɡˈmentɪd/ fragmented
    incremental backups/ˌɪŋkrɪˈmentl ˈbækʌps/ cadangan bertahap
    5.1

    Program libraries

    A program library 程序库 is pre-written code (subroutines 子程序, classes, modules) that programs reuse instead of writing it themselves — e.g. a maths library, a network library, a graphics library.

    A new program under development reusing ready-made routines from a maths library, a graphics library and a network library
    A new program reusing ready-made routines from libraries

    Benefits: saves time (off-the-shelf code), reliable (well-tested, widely used), and standardised (consistent behaviour).

    The examiner's benefit list, for the developer. The library routines 库例程 are already written and tested, so development is faster and cheaper; they are reliable and, being used by many programs, largely error-free; the developer needs no expertise in that area (graphics, compression, encryption, path-finding); the program is easier to maintain because common code lives in one place; and a whole team can use the same routines, giving consistent results. Drawbacks: a routine may not do exactly what you need and you cannot change it; your program depends on the library being available, correct and secure — a bug or a security hole in the library is a bug in your program; and you must learn how to call it.

    • a static library 静态库 is copied into the executable at compile time (stands alone, but larger and needs rebuilding to update).
    • a dynamic library 动态库 (DLL, Dynamic Link Library; .so) is loaded at run time (smaller executables, shared by many programs, updated once for all).
    A static library is copied into the executable at compile time, making a bigger standalone program; a dynamic library file (.dll or .so) stays separate, is loaded at run time, and is shared by several programs
    Static: the library is copied into the executable. Dynamic: a shared library file is loaded at run time

    Dynamic Link Library (DLL) files. A DLL is a library that is loaded into memory only when a program calls it, at run time, and stays as a separate file rather than being copied into the executable. Benefits: the executable is smaller; several running programs share one copy of the DLL in memory; a DLL can be updated (bug fix, new device) without recompiling the programs that use it; and memory is used only while the routine is needed. Drawbacks: the program will not run if the DLL is missing, moved or the wrong version; an updated DLL can break a program that relied on the old behaviour; and a fake DLL put in its place runs with the program's rights.

    Worked example. A team writing the software for a restaurant robot uses a program library that includes a routine to find the shortest path between tables. Explain two benefits and one drawback to the team.

    Benefits: the routine is already written and tested, so the team saves time and can trust the result; the team need not understand path-finding algorithms themselves and can spend the time on the robot's own features. Drawback: the routine may not handle the restaurant's exact needs (moving chairs, one-way aisles) and the team cannot alter it, so they may have to work around its limits.

    Explore · ⁨Jelajahi⁩

    Computing concept lab · ⁨Laboratorium konsep komputasi⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨Klasifikasikan contoh konkret berdasarkan ide komputasi yang ditunjukkannya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    program library/ˈprəʊɡræm ˈlaɪbrəri/ perpustakaan program
    subroutines/ˈsʌbruːtiːnz/ subrutin
    library routines/ˈlaɪbrəri ruːˈtiːnz/ rutin perpustakaan
    static library/ˈstætɪk ˈlaɪbrəri/ perpustakaan statis
    dynamic library/daɪˈnæmɪk ˈlaɪbrəri/ perpustakaan dinamis
    5.2

    Language translators

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the need for: • assembler software for the translation of an assembly language program • a compiler for the translation of a high-level language program • an interpreter for translation and execution of a high-level language program
    Explain the benefits and drawbacks of using either a compiler or interpreter and justify the use of each
    Show awareness that high-level language programs may be partially compiled and partially interpreted, such as Java (console mode)
    Describe features found in a typical Integrated Development Environment (IDE) Including: • for coding, including context-sensitive prompts • for initial error detection, including dynamic syntax checks • for presentation, including prettyprint, expand and collapse code blocks • for debugging, including single stepping, breakpoints, i.e. variables, expressions, report window
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman akan kebutuhan: • perangkat lunak assembler untuk penerjemahan program bahasa perakitan • compiler untuk penerjemahan program bahasa tingkat tinggi • interpreter untuk penerjemahan dan eksekusi program bahasa tingkat tinggi
    Jelaskan manfaat dan kekurangan menggunakan compiler atau interpreter serta justifikasi penggunaan masing-masing
    Tunjukkan kesadaran bahwa program bahasa tingkat tinggi mungkin dikompilasi sebagian dan ditafsirkan sebagian, seperti Java (mode konsol)
    Jelaskan fitur-fitur yang ditemukan dalam Integrated Development Environment (IDE) standar Termasuk: • untuk pemrograman, termasuk prompt kontekstual • untuk deteksi kesalahan awal, termasuk pengecekan sintaks dinamis • untuk presentasi, termasuk prettyprint, perluas dan kolaps blok kode • untuk penelusuran, termasuk langkah tunggal, titik jeda, yaitu variabel, ekspresi, jendela laporan

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    You write source code; the computer runs machine code 机器码. A translator 翻译器 converts between them.

    Assembler

    An assembler 汇编器 translates assembly language 汇编语言 into machine code: each mnemonic instruction (LDD, ADD, JMP) becomes exactly one machine-code instruction, and symbolic addresses and labels are replaced by real addresses. It is needed because the processor executes only machine code, and assembly is used where the programmer needs direct control of the hardware (embedded systems, device drivers).

    Compiler

    A compiler 编译器 translates a high-level program into machine code once, before it runs.

    • it reports all errors at compile time; once clean, it produces a stand-alone executable 可执行文件 that runs without the compiler installed and can be run many times.
    • generally faster at run time (no translation while running), but tied to one CPU/OS — recompile for each platform.

    The two-mark description: a compiler translates the whole high-level program into machine code (object code 目标代码) before it is run, produces an executable file, and reports all the syntax errors together as a list at the end of translation. It does not run the program.

    Interpreter

    An interpreter 解释器 translates and runs a high-level program one line at a time, producing no executable.

    • it reports an error when it reaches that line, then stops; you can fix it and continue — good for development.
    • the interpreter must be installed to run the program; generally slower (each run re-translates), but easy to port across platforms.

    The two-mark description: an interpreter translates one statement of the high-level program at a time and executes it immediately before moving to the next; no executable file is produced; it stops at the first error it meets and reports it. Both the source code and the interpreter must be present every time the program runs.

    A compiler translates the source once into an executable that then runs many times with no translator present; an interpreter translates and runs the source one line at a time, on every run
    A compiler translates once into a standalone program; an interpreter translates line by line, every run

    Choosing between them

    Use a compiler when: Use an interpreter when:
    run-time speed matters you want fast edit–run cycles
    distributing to users without dev tools writing cross-platform scripts
    the program runs many times the program is small or run once
    teaching beginners

    Benefits and drawbacks, as the mark scheme lists them.

    compiler interpreter
    execution speed fast — already machine code slower — translated on every run
    what the user needs only the executable; no translator, and the source code stays private the source code and the interpreter
    finding errors all errors listed at once, after the whole program is translated each error reported at the line where it occurs, as you develop
    changing the code recompile the whole program after every change edit and run again immediately
    portability machine code runs on one platform only; recompile for each the same source runs wherever an interpreter exists

    Worked example. A developer uses an interpreter while writing a program and a compiler when it is finished. Explain how each is used (4 marks).

    During development the interpreter runs the partly written program at once, without waiting for a complete translation; when it meets an error it reports the line, so the developer fixes it and runs again immediately — a fast edit–run cycle that is easier for debugging. When the program is finished, the compiler translates the whole program into an executable that runs faster, needs no translator on the user's computer, and does not reveal the source code, so it can be sold to the public.

    Hybrid: Java

    Java is compiled into bytecode 字节码 (a platform-independent intermediate form), which a virtual machine 虚拟机 (the JVM) then interprets — or uses just-in-time compilation 即时编译 to turn hot parts into native code. So errors are caught early, the bytecode runs anywhere with a JVM ("write once, run anywhere"), and long-running programs reach near-native speed. C# and Python use similar designs.

    The syllabus phrase is "partially compiled and partially interpreted": the compiler stage catches syntax errors and produces compact, portable 可移植的 bytecode; the interpreting stage lets that one bytecode file run on any machine that has a virtual machine, at the cost of some speed. Java in console mode (a text program run from the command line) is the syllabus's example.

    Java source is compiled once into platform-independent bytecode (.class), which a JVM on Windows, macOS or Linux then interprets or JIT-compiles into native code
    Java compiles to portable bytecode that any JVM runs — write once, run anywhere

    Worked example. Java source is compiled to bytecode, which a JVM then interprets. Why use both, instead of compiling straight to machine code? A compiler produces machine code for one processor and operating system, so a program compiled on one machine will not run on another. Java's compiler instead targets a virtual machine, so the bytecode it produces is identical everywhere; each platform then supplies its own JVM to interpret that bytecode into its own native instructions. One compiled file therefore runs anywhere a JVM exists - "write once, run anywhere". The price is speed: interpreting bytecode is slower than running native code, which is why a real JVM also uses JIT compilation to turn frequently-run bytecode into native code while the program runs. Name both sides - the marks are for portability bought at the cost of speed.

    Explore · ⁨Jelajahi⁩

    The compiler route: source to running program · ⁨Rute kompilasi: sumber menjadi program yang berjalan⁩

    Step through how a compiler works — translating the whole program once, before it runs. Contrast it with an interpreter, which translates and runs one line at a time. · ⁨Ikuti langkah-langkah cara kerja kompiler — menerjemahkan seluruh program sekali, sebelum dijalankan. Bandingkan dengan interpreter, yang menerjemahkan dan menjalankan baris demi baris.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    executable/ɪɡˈzekjʊtəbl/ file yang dapat dieksekusi
    translator/trænˈsleɪtə/ penerjemah
    machine code/məˈʃiːn kəʊd/ kode mesin
    assembler/əˈsemblə/ assembler
    assembly language/əˈsemblɪ ˈlæŋɡwɪdʒ/ bahasa assembly
    compiler/kəmˈpaɪlə/ compiler
    object code/ˈɒbdʒekt kəʊd/ kode objek
    interpreter/ɪnˈtɜːprɪtə/ interpreter
    bytecode/ˈbaɪtkəʊd/ bytecode
    virtual machine/ˈvɜːtʃuːəl məˈʃiːn/ mesin virtual
    just-in-time compilation/dʒʌst ɪn taɪm ˌkɒmpɪˈleɪʃn/ kompilasi just-in-time
    portable/ˈpɔːtəbl/ portabel
    5.2

    Integrated Development Environment (IDE)

    An integrated development environment 集成开发环境 (IDE) brings the tools to write, test and debug code into one application:

    An IDE gathers the code editor, a Run button and a debugger into one program
    An IDE bundles the editor, a Run button and a debugger

    The syllabus groups the features into four kinds. Learn which feature belongs to which, because questions ask you to sort them and to describe one from each group.

    • For coding: context-sensitive prompts 上下文相关提示 — as you type, the IDE pops up the identifiers, keywords or parameters that fit at that point in the code; auto-complete 自动补全 finishes the name for you; automatic indentation and bracket matching keep the layout right as you type.
    • For initial error detection: dynamic syntax checks 动态语法检查 — the editor checks the syntax as you type and underlines or highlights a mistake immediately, before the program is translated; after translation, error messages with line numbers.
    • For presentation: prettyprint 代码美化 — keywords, identifiers, strings and comments shown in different colours or fonts (syntax highlighting 语法高亮) with consistent indentation, so the structure is visible at a glance; expand and collapse code blocks — hide the body of a loop, an IF or a subroutine so you see the outline.
    • For debugging: breakpoints 断点 — the program pauses when it reaches a marked line; single stepping 单步执行 — from the pause, run one line at a time; a window that shows the current values of variables and expressions as they change; and a report window 报告窗口 that lists errors, warnings and output.

    Other features: translator integration (compile or run with one key, errors shown inline), a debugger 调试器 that drives the debugging features above, version control 版本控制 integration (git), project management, a help system, refactoring 重构 tools (safe renaming) and unit test 单元测试 integration.

    An IDE window annotated with numbered tags: coloured keywords (prettyprint), a collapsed code block, a pop-up prompt suggesting a name, a wavy underline from the dynamic syntax check, a breakpoint dot in the margin, an arrow on the current line during single stepping, a variables panel and a report window
    The IDE features the syllabus names, in the places you would see them on screen

    An IDE speeds development by putting writing → running → debugging → fixing behind one interface. Common IDEs: Visual Studio, PyCharm, Eclipse, VS Code.

    A debugger workflow: set a breakpoint, run the program, and when it reaches the breakpoint it pauses so you can inspect the variables, then step a line at a time or continue
    A debugger: set a breakpoint, run, then pause to inspect variables and step through the code

    Worked example. A function Calculate() returns an unexpected value when the program runs. Describe how the debugging features of a typical IDE help find the cause (4 marks).

    Set a breakpoint on the first line of Calculate(), so the program pauses there instead of running through. Then single-step through the function one line at a time. After each step read the values of the variables and of any expression you have asked the IDE to watch, and compare them with the values you expected; the first line after which a value is wrong is where the logic error is. The report window shows any run-time error message and the output produced so far.

    Worked example. Put each feature in its syllabus group: prettyprint, context-sensitive prompt, dynamic syntax check, breakpoint, expand/collapse code blocks, report window.

    Coding: context-sensitive prompt. Initial error detection: dynamic syntax check. Presentation: prettyprint, expand/collapse code blocks. Debugging: breakpoint, report window.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    integrated development environment/ˈɪntɪɡreɪtɪd dɪˈveləpmənt enˈvaɪrənmənt/ lingkungan pengembangan terintegrasi
    debugger/ˈdiːbʌɡə/ debugger
    context-sensitive prompts/ˈkɒntekst ˈsensɪtɪv prɒmpts/ prompt peka konteks
    auto-complete/ˈɔːtəʊ kəmˈpliːt/ auto-complete
    dynamic syntax checks/daɪˈnæmɪk ˈsɪntæks tʃeks/ pengecekan sintaks dinamis
    prettyprint/ˈpretɪprɪnt/ penyajian rapi
    syntax highlighting/ˈsɪntæks ˈhaɪlaɪtɪŋ/ penonjolan sintaks
    breakpoints/ˈbreɪkpɔɪnts/ titik henti
    single stepping/ˈsɪŋɡl ˈstepɪŋ/ langkah tunggal
    report window/rɪˈpɔːt ˈwɪndəʊ/ jendela laporan
    version control/ˈvɜːʃn kənˈtrəʊl/ kontrol versi
    refactoring/rɪˈfæktərɪŋ/ refaktorisasi
    unit test/ˈjuːnɪt test/ uji unit
    5.2

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    operating system software that manages the computer's hardware and resources and provides an interface between the user, the application programs and the hardware
    utility software system software that performs a specific task to maintain, optimise or protect the computer, such as a virus checker or a defragmenter
    program library a collection of pre-written, tested routines (subroutines, classes, modules) that a program can use instead of writing its own
    Dynamic Link Library (DLL) a program library whose routines are loaded into memory only when the program calls them, at run time, and are shared between programs
    assembler a translator that converts an assembly language program into machine code, one instruction for each instruction
    compiler a translator that converts the whole of a high-level language program into machine code before it is run, producing an executable file
    interpreter a translator that translates and executes a high-level language program one statement at a time
    integrated development environment a single application that provides the tools for writing, translating, running and debugging a program
    context-sensitive prompt a pop-up that suggests identifiers, keywords or parameters that fit at the current point in the code
    dynamic syntax check checking the syntax of the code as it is typed and flagging an error before the program is translated
    prettyprint displaying code with keywords, identifiers and comments in different colours or fonts and with consistent indentation
    breakpoint a marked line at which the running program pauses so that variables can be inspected
    single stepping running a paused program one statement at a time under the programmer's control
    5.2

    Exam tips

    • List the OS's jobs by their syllabus names (memory, process, hardware, file and security management) and say what each does — "manages resources" alone is too vague.
    • Compare compiler vs interpreter vs assembler: what each translates, when it translates it, and how errors are reported.
    • Explain what an IDE provides using the syllabus groups: coding, initial error detection, presentation, debugging.
    • A "benefit to the developer" answer names the developer's saving: time, cost, expertise, reliability or maintenance. A "drawback" names a dependence: availability, version, fit, security.
    • For "describe the operation of" a translator, give three things: what is translated (whole program or one statement), when (before running or while running), and how errors are reported (all at once or at the first error).

    Common mistakes

    • Writing "the OS controls the computer" or "manages resources" with no example task. Each mark is one named task with what it does.
    • Saying an interpreter "compiles line by line". An interpreter translates and executes each statement; it never produces an executable.
    • Saying a compiler runs the program. It only translates; the executable runs later, without the compiler.
    • Putting a DLL "inside" the executable. That is a static library; a DLL stays a separate file loaded at run time.
    • Saying defragmentation "deletes" or "compresses" files, or is needed on an SSD. It only moves blocks so each file is stored contiguously.
    • Filing prettyprint or collapsing blocks under "debugging". They are presentation features; debugging is breakpoints, single stepping, watching variables and the report window.
  • 6

    Security, privacy and data integrity · ⁨Keamanan, privasi, dan integritas data⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    6.1

    Security, privacy and integrity — three different ideas

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Explain the difference between the terms security, privacy and integrity of data
    Show appreciation of the need for both the security of data and the security of the computer system
    Describe security measures designed to protect computer systems, ranging from the stand-alone PC to a network of computers Including user accounts, passwords, authentication techniques such as digital signatures and biometrics, firewall, anti-virus software, anti-spyware, encryption
    Show understanding of the threats to computer and data security posed by networks and the internet Including malware (virus, spyware), hackers, phishing, pharming
    Describe methods that can be used to restrict the risks posed by threats
    Describe security methods designed to protect the security of data Including encryption, access rights
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Jelaskan perbedaan antara istilah keamanan, privasi dan integritas data
    Tunjukkan apresiasi akan perlunya baik keamanan data maupun keamanan sistem komputer
    Jelaskan tindakan keamanan yang dirancang untuk melindungi sistem komputer, mulai dari PC mandiri hingga jaringan komputer Termasuk akun pengguna, kata sandi, teknik autentikasi seperti tanda tangan digital dan biometrik, firewall, perangkat lunak anti-virus, anti-spyware, enkripsi
    Tunjukkan pemahaman tentang ancaman terhadap keamanan komputer dan data yang ditimbulkan oleh jaringan dan internet Termasuk malware (virus, spyware), hacker, phishing, pharming
    Jelaskan metode yang dapat digunakan untuk membatasi risiko yang ditimbulkan oleh ancaman
    Jelaskan metode keamanan yang dirancang untuk melindungi keamanan data Termasuk enkripsi, hak akses

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    These sound alike but mean different things:

    • security 安全 — protecting data from unauthorised 未授权 access, change or destruction.
    • privacy 隐私 — an individual's right to control who sees their personal data, with consent and a clear purpose.
    • integrity 完整性 — the data being accurate and complete — not corrupted or accidentally changed.

    A file can be secure (only the right people can open it) but lack integrity (a typo corrupted it); or accurate but not private (anyone can read it). All three are needed.

    The differences the scheme wants, one sentence each: security is keeping the data safe from loss and from unauthorised access; privacy is keeping the data confidential, so that only those with the right to see it can; integrity is the data being correct, consistent and complete. So "the difference between security and privacy": security is about protecting the data from being accessed, changed or lost by people who should not; privacy is about the individual's right to decide who may see their personal data. "The difference between security and integrity": security protects the data from unauthorised access; integrity is about the data being accurate and up to date, which validation and verification protect.

    Explore · ⁨Jelajahi⁩

    Risk and responsibility lab · ⁨Laboratorium risiko dan tanggung jawab⁩

    Sort examples by the rule, risk or protection involved. · ⁨Urutkan contoh berdasarkan aturan, risiko atau perlindungan yang terlibat.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    security/sɪˈkjʊərɪti/ keamanan
    privacy/ˈprɪvəsi/ privasi
    integrity/ɪnˈteɡrɪti/ integritas
    unauthorised/ʌnˈɔːθəraɪzd/ tidak berwenang
    6.1

    Why security matters

    Two things to protect: the data itself (keep it confidential, intact and available) and the computer system (a compromised system can attack others, steal credentials, or be held to ransom).

    "Why does the school need to keep both secure?" Data: it is personal and confidential, so it must not be read, changed or deleted by an unauthorised person, and its loss would stop the school working. System: an intruder who reaches the computer system can install malware, use it to attack other systems, damage the hardware or software, or lock it with ransomware; a secure system is the first line of defence for the data on it.

    6.1

    Threats from networks and the internet

    Threats fall into three groups.

    A man-in-the-middle attacker sits between Alice and Bob, reading or altering messages
    A man-in-the-middle attacker sits between the two parties
    1. Malware 恶意软件 (malicious software) — harmful programs:
    • virus 病毒 — self-copying code that attaches to other programs and spreads when they run.
    • worm 蠕虫 — self-copying code that spreads over networks 网络 with no user action.
    • Trojan horse 木马 — looks useful but hides malicious code.
    • spyware 间谍软件 — secretly collects information (keystrokes, passwords).
    • ransomware 勒索软件 — encrypts your files and demands payment.
    • adware 广告软件 — pushes unwanted adverts.

    2. Tricking people (social attacks):

    • phishing 网络钓鱼 — fake emails/sites that trick users into giving credentials.
    • pharming 域名欺骗 — redirects a user to a fake site even when they type the correct address.
    • social engineering 社会工程 — tricking people into giving up information.

    The scheme's descriptions of the four named threats: a virus is malicious software that replicates (copies itself), attaches itself to other files and deletes or corrupts data; spyware is malicious software that records the user's key presses and actions and sends them to a third party, to obtain passwords and personal data; a phishing email pretends to come from a legitimate organisation and contains a link to a fake website where the user is asked for personal or bank details; pharming is malicious code installed on the user's computer or on a web server that redirects the user to a fake website even though they typed the correct address. Similarities of spyware and a virus: both are malware, both are installed without the user's knowledge, both can send data to a third party or damage the system; the difference is that a virus replicates itself while spyware records and transmits information. Phishing and pharming both lead the user to a fake website that collects their data; phishing needs the user to click a link in an email, pharming works through code on the computer or the DNS server and needs no email.

    3. Attacks on the network:

    • hacking 黑客入侵 by hackers 黑客 — unauthorised access, often via weak passwords or software flaws.
    • denial of service 拒绝服务 (DoS/DDoS) — floods a server so real users cannot reach it.
    • eavesdropping 窃听 — capturing data in transit (a risk on open Wi-Fi).
    • man-in-the-middle 中间人攻击 — an attacker secretly relays or alters messages between two parties.

    Worked example. Identify and describe two threats to the data on a school network, and give a different prevention method for each.

    Threat 1, malware: a virus copied onto a computer from an email attachment or a download replicates itself and corrupts or deletes files; prevention: anti-virus software that scans files and is kept up to date. Threat 2, hacking: an unauthorised person gains access to the network, for example by guessing a weak password, and reads or changes the data; prevention: a firewall that blocks unauthorised connections, or strong passwords with two-factor authentication. A third pair, phishing: an email leads a user to a fake site that collects their login; prevention: training users to check the sender and the URL, and filtering email. The measure must match the threat: encryption does not stop a virus, and anti-virus software does not stop phishing.

    Malware grouped by behaviour: self-spreading types are the virus (attaches to programs) and worm (spreads over networks); hidden or disguised types are the Trojan (looks useful), spyware, ransomware and adware
    Malware by behaviour: self-spreading (virus, worm) versus hidden/disguised (Trojan, spyware, ransomware, adware)
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    malware/ˈmælweə/ malware
    ransomware/ˈrænsəmweə/ ransomware
    networks/ˈnetwɜːks/ jaringan
    man-in-the-middle/mæn ɪnðə ˈmɪdl/ manusia di tengah
    virus/ˈvaɪrəs/ virus
    worm/wɜːm/ worm
    Trojan horse/ˈtrəʊdʒn hɔːs/ kuda trojan
    spyware/ˈspaɪweə/ spyware
    adware/ˈædweə/ adware
    phishing/ˈfɪʃɪŋ/ phishing
    pharming/ˈfɑːmɪŋ/ pharming
    social engineering/ˈsəʊʃl ˌendʒɪˈnɪərɪŋ/ insinyur sosial
    hacking/ˈhækɪŋ/ peretasan
    hackers/ˈhækəz/ peretas
    denial of service/dɪˈnaɪəl ɒv ˈsɜːvɪs/ penolakan layanan
    eavesdropping/ˈiːvzdrɒpɪŋ/ menyadap
    6.1

    Security measures

    Measures protect both the security of data (against loss, theft or corruption) and the security of the computer system (its hardware, software and network).

    A standalone PC

    • a strong password; antivirus kept up to date; prompt software updates; backup 备份 to separate media; full-disk encryption 加密; a locked screen.

    A networked PC

    All the above, plus a firewall 防火墙, per-user permissions (admin rights only for admins), central management of user accounts 用户账户, and audit logs 审计日志 (who logged in, what they touched).

    How the measures work, in the wording the scheme awards:

    • firewall: examines every incoming and outgoing transmission and compares it with set criteria (a whitelist or blacklist of addresses, ports and protocols); blocks any that do not meet the criteria; can prevent access to certain sites and warn of unauthorised access attempts.
    • encryption: the data is scrambled (encoded) with a key into ciphertext, so an intercepted copy cannot be understood without the key; the receiver uses a key to decrypt it. It protects data in transmission and in storage, but it does not stop the data being intercepted or deleted.
    • passwords and user accounts: only a user who knows the password can log in; a strong password (long, mixed characters, changed regularly) cannot be guessed; accounts lock after repeated failures; each account carries its own access rights.
    • anti-virus and anti-spyware software: scans files and programs against a database of known malware signatures, checks behaviour, quarantines or deletes what it finds, and must be updated so that new malware is recognised.
    • access rights: each user (or group) is given permissions for each file or table, such as read-only or read and write, so a user cannot see or change data that is not theirs; a database can also present each user with a view containing only the fields they need.
    • biometrics: the device captures an image of the face, fingerprint or iris, converts it to digital data, compares it with the stored data for that user and allows access only on a match; it cannot be forgotten, lent or guessed like a password.
    • backups: a copy of the data on separate media, kept off-site, so that lost or corrupted data can be restored.

    To restrict the risks of malware, in three marks: install anti-malware software and keep it updated; use a firewall; do not open attachments or download files from unknown sources; keep the operating system and applications patched; and train users.

    A box diagram with the user's computer on the trusted side, then the firewall, then the internet on the untrusted side, connected by double-headed arrows
    A firewall sits between the user's computer and the internet

    Across the internet

    • VPN 虚拟专用网 — encrypts traffic between the user and the corporate gateway.
    • HTTPS / TLS — encrypt web traffic.
    • digital signatures 数字签名 — prove who sent a message and that it was not altered in transit.
    • intrusion detection — watches traffic for known attack patterns.

    How a digital signature authenticates a document (five marks): the sender puts the message through a hash function to produce a digest; the sender encrypts the digest with their private key, and that encrypted digest is the digital signature; the message and the signature are sent together; the receiver decrypts the signature with the sender's public key to recover the digest; the receiver hashes the received message and compares the two digests; if they match, the message came from the sender (only they hold the private key) and was not altered in transmission. A signature proves who sent the message and that it is intact; it does not hide the contents, which is what encryption of the message is for.

    Two lanes: the sender hashes the message into a digest and encrypts the digest with their private key to make the signature, and sends message and signature; the receiver decrypts the signature with the sender's public key to get digest A, hashes the received message to get digest B, and compares them
    A digital signature: a hash of the message, encrypted with the sender's private key, checked by the receiver against a fresh hash
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    firewall/ˈfaɪəwɔːl/ firewall
    encryption/enˈkrɪpʃn/ enkripsi
    backup/ˈbækʌp/ backup
    user accounts/ˈjuːzə əˈkaʊnts/ akun pengguna
    audit logs/ˈɔːdɪt lɒɡz/ log audit
    VPN/ˌviː piː ˈen/ VPN
    digital signatures/ˈdɪdʒɪtl ˈsɪɡnɪtʃəz/ tanda tangan digital
    6.1

    Matching measures to threats

    • interception in transit → encrypt the data (HTTPS, VPN). Intercepted ciphertext is useless without the key.
    • unauthorised access → strong authentication 身份验证 (long passwords; two-factor authentication 双因素认证 with a phone code or key); user authorisation 授权; lock-out after failed logins.
    • malware → anti-virus software and anti-spyware 反间谍软件 with real-time scanning; patching; avoid untrusted downloads.
    • phishing → user training; email filtering; check the URL before entering credentials.
    • internal threats → the least-privilege 最小权限 principle (give each user only what they need); auditing.
    • DDoS → rate limiting and traffic filtering.

    For confidential data crossing the internet, the scheme's method is encryption: the data is encoded with a key into ciphertext, so that an unauthorised person who intercepts it cannot read it, and only the intended receiver, who has the key, can decode it. For a program file sent by email for testing, the same answer applies (encrypt the file, or send it over an encrypted connection), together with a password on the file itself.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    two-factor authentication/tuː ˈfæktə ɔːˌθentɪˈkeɪʃn/ autentikasi dua faktor
    authentication/ɔːˌθentɪˈkeɪʃn/ otentikasi
    anti-spyware/ˈænti ˈspaɪweə/ anti-spyware
    authorisation/ˌɔːθəraɪˈzeɪʃn/ otorisasi
    least-privilege/liːst ˈprɪvɪlɪdʒ/ hak minimum
    6.1

    Protecting the data itself

    • encryption — turn plaintext 明文 into ciphertext 密文 with a key. Symmetric encryption 对称加密 (AES) uses one shared key; asymmetric encryption 非对称加密 (RSA) uses a public key 公钥 and a private key 私钥. Protects data at rest and in transit.
    • access control 访问控制 — file permissions (read/write/execute) and access rights 访问权限, enforced by the OS.
    • authentication — authentication techniques verify the user: something you know (password), have (token, phone), or are (biometrics 生物识别 — fingerprint, face, iris); strongest combined.
    • backups — keep copies (some off-site) so loss or corruption is recoverable.
    • physical security — locked server rooms, cable locks.

    Access rights in a database, described for three marks: each user is given an account with a username and password; the database administrator assigns each account permissions for each table, such as read-only, read and write, or no access; users see only the tables and fields they are allowed to, so a customer cannot open the staff table and a clerk can read but not change the prices. The DBMS enforces this with its access rights and with views, and it can encrypt the stored data as well.

    Symmetric encryption uses one shared key to both encrypt and decrypt the message; asymmetric encryption encrypts with the receiver's public key and decrypts with their private key
    Symmetric uses one shared key; asymmetric uses a public key to encrypt and a private key to decrypt
    A grey RSA SecurID key-fob security token with an LCD screen showing a six-digit code
    A security token shows a changing code for two-factor authentication ("something you have")
    A small USB fingerprint reader with an optical sensor pad
    A fingerprint reader checks "something you are" — a feature of the person, not a password
    Explore · ⁨Jelajahi⁩

    Encrypt with a Caesar cipher · ⁨Enkripsi dengan Caesar cipher⁩

    Change the shift — that is the key. Each letter slides that many places along the alphabet to make the ciphertext, and the same key slides it back. That shared key is symmetric encryption in miniature. · ⁨Ubah pergeseran — itulah kuncinya. Setiap huruf bergeser sejumlah itu sepanjang alfabet untuk membuat teks terenkripsi, dan kunci yang sama menggesernya kembali. Kunci bersama ini adalah enkripsi simetris dalam skala kecil.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    ciphertext/ˈsaɪfətekst/ teks terenkripsi
    access rights/ˈækses raɪts/ hak akses
    biometrics/ˌbaɪəʊˈmetrɪks/ biometrik
    private key/ˈpraɪvət kiː/ kunci pribadi
    public key/ˈpʌblɪk kiː/ kunci publik
    plaintext/ˈpleɪntekst/ teks biasa
    Symmetric encryption/sɪˈmetrɪk enˈkrɪpʃn/ Enkripsi simetris
    asymmetric encryption/ˌeɪsɪˈmetrɪk enˈkrɪpʃn/ enkripsi asimetris
    access control/ˈækses kənˈtrəʊl/ kontrol akses
    6.2

    Data integrity

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Describe how data validation and data verification help protect the integrity of data
    Describe and use methods of data validation Including range check, format check, length check, presence check, existence check, limit check, check digit
    Describe and use methods of data verification during data entry and data transfer During data entry including visual check, double entry During data transfer including parity check (byte and block), checksum
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Jelaskan bagaimana validasi data dan verifikasi data membantu melindungi integritas data
    Jelaskan dan gunakan metode validasi data Termasuk cek rentang, cek format, cek panjang, cek kehadiran, cek eksistensi, cek batas, digit cek
    Jelaskan dan gunakan metode verifikasi data selama entri dan transfer data Selama entri data termasuk cek visual, entri ganda Selama transfer data termasuk cek paritas (byte dan blok), checksum

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Data has integrity when it is accurate and complete. Two techniques: data validation (catch bad data before storing) and data verification (confirm data was entered or transferred correctly).

    Validation — does the data make sense?

    Validation 验证 checks data against sensible rules, automatically:

    • range check — within limits (a month is 1–12).
    • limit check — on the correct side of a single limit (e.g. age ≥ 18).
    • existence check — the referenced item exists (e.g. a product code is in the table).
    • length check — the right number of characters.
    • type / character check — the right kind of data (a phone field allows only digits).
    • format check — matches a pattern (an email must contain @).
    • presence check — required fields are not empty.
    • check digit 校验位 — an extra digit computed from the others (ISBN, card numbers) that spots transcription errors.

    Worked example. In a simple check-digit scheme the check digit is the remainder when the sum of the digits is divided by $10$, appended to the number. The number $4162$ has digit sum $13$, so it is stored as $41623$. A user types $14623$: the first two digits are swapped, but the sum is still $13$, so the check digit still matches and the error is not caught. A user who types $41523$ is caught, because $4 + 1 + 5 + 2 = 12$ gives check digit $2$. A scheme that catches swapped digits weights each position differently, as the ISBN-13 check does (weights $1, 3, 1, 3, \ldots$, then the digit that makes the total a multiple of $10$). A check digit is validation: it tests the number against a rule at the moment it is entered.

    • lookup check and consistency check (e.g. delivery date ≥ order date).

    Validation catches data that is wrongly formatted, but not data that is the right format yet factually wrong ("Bob" for "Bib").

    Worked example. Identify the validation check each piece of pseudocode performs.

    Pseudocode Check
    IF x < 0 OR x > 10 THEN OUTPUT "Invalid" range check: the value must lie between two limits
    IF x = "" THEN OUTPUT "Invalid" presence check: the field must not be empty
    IF NOT(x = "Red" OR x = "Yellow" OR x = "Blue") THEN OUTPUT "Invalid" lookup (existence) check: the value must be one of a list
    IF LENGTH(x) <> 6 THEN OUTPUT "Invalid" length check: the right number of characters
    IF MID(x, 1, 1) < "A" OR MID(x, 1, 1) > "Z" THEN OUTPUT "Invalid" format check: a particular character must be a letter

    To validate a car registration number that must be one letter, three digits and two letters: a format check tests each position against its pattern, and a length check confirms six characters. To validate a date of birth: a format check (DD/MM/YYYY), a range check (the month is $1$ to $12$, the year is not in the future) and a presence check (it is not left blank). A mark between $0$ and the maximum for the test needs a type check (an integer) and a range check, with the upper limit read from the test's own record: that is how validation protects integrity, by refusing data that could not be correct.

    Verification — was the data entered or transferred correctly?

    Verification 核对 checks the data was not changed in moving from one place to another.

    During entry: double entry (type it twice and compare, as for a new password) or visual check.

    In the scheme's words, double entry is entering the data twice, by the same person or by two people, and having the computer compare the two versions and report any difference; a visual check is the person comparing what is on the screen with the original source document and correcting any difference before saving. Both protect integrity by making sure the stored data matches the source. Even after validation and verification the data can still be wrong: it can be sensible and match the source, yet the source itself was wrong, or the user typed a different but valid value from the one intended.

    During transfer (bits can flip):

    • parity check 奇偶校验 — an extra bit makes the number of 1s even (even parity) or odd. The receiver re-counts. Catches single-bit errors.
    • checksum 校验和 — the sender sends a summary value of the data; the receiver recomputes it and compares.
    • cyclic redundancy check 循环冗余校验 (CRC) — a stronger checksum using polynomial division, catching many more error types.

    A parity block check 奇偶块校验 goes further and locates the error. Arrange the bytes in a grid: give each byte a row parity bit, then compute one extra parity byte whose bits are the column parity of the bytes above. A single flipped bit now fails one row and one column – their intersection pinpoints exactly which bit changed, so it can even be corrected.

    Worked example. Four bytes are sent with even parity, followed by a parity byte. Find the bit that was corrupted.

    A grid of four received bytes and a parity byte under even parity, with the parity bit in the first column; the third byte's row has five 1s and the fourth column has three 1s, both odd, and the bit at their crossing is marked as the one that was flipped
    A parity block check: the row that fails and the column that fails cross at the flipped bit

    Count the 1s in each row and each column. Every row and column should have an even number; byte 3 has five and column 4 has three. The bit where that row and that column cross is the one that changed, so it is reset from 1 to 0. A parity check on its own detects an error in a byte but cannot say which bit; two errors in the same byte cancel and pass unnoticed. A checksum, explained for three marks: the sender puts the block of data through an algorithm that produces a checksum value; the data and the checksum are sent together; the receiver runs the same algorithm on the data it received; if the two checksums match, the data is accepted, and if not, it is rejected and sent again.

    The same seven data bits shown twice: a 0 parity bit gives four 1s for even parity, a 1 parity bit gives five 1s for odd parity
    The parity bit is set to make the number of 1s even or odd
    The sender computes a checksum and sends it with the data block; the receiver recomputes the checksum and compares, plus a worked example of the byte-sum-mod-256 calculation
    Working out a checksum for a block of data

    Verification only proves what arrived matches what was sent — not that the data is correct, and not against deliberate tampering. Validation asks "is this sensible?"; verification asks "was this copied correctly?" — use both.

    The table questions sort the methods by when they are used: during data entry, double entry and a visual check; during data transfer, a parity check (byte or block) and a checksum. Transferring video files from a camera to a server uses a checksum: the camera computes it, the server recomputes it, a mismatch means retransmit.

    Side by side: validation asks "is this data sensible?" and checks rules like range, type and format before storing (catching nonsense data); verification asks "was it copied correctly?" and uses double entry, parity and checksums (catching copying errors)
    Validation checks the data makes sense; verification checks it was copied without change

    Worked example. A user types their date of birth as 31/02/2009, and types their email address twice. Which check catches which error, and what is the difference? Validation asks "is this data sensible?" - the computer tests it against a rule, and a format or range check rejects 31/02/2009 because February never has 31 days. Verification asks "was this data entered correctly?" - typing the email twice is double entry, and comparing the two copies catches a typing slip. The limit is what makes this a favourite question: validation can never tell you the data is right, only that it is possible - 01/02/2009 passes every validation rule even if the user was actually born on a different day. Say what each check can and cannot catch.

    Explore · ⁨Jelajahi⁩

    Computing concept lab · ⁨Laboratorium konsep komputasi⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨Klasifikasikan contoh konkret berdasarkan ide komputasi yang ditunjukkannya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    validation/ˌvælɪˈdeɪʃn/ validasi
    verification/ˌverɪfɪˈkeɪʃn/ verifikasi
    check digit/tʃek ˈdɪdʒɪt/ digit pengecek
    parity check/ˈpærɪti tʃek/ pemeriksaan paritas
    checksum/ˈtʃeksəm/ checksum
    cyclic redundancy check/ˈsaɪklɪk rɪˈdʌndənsi tʃek/ pemeriksaan redundansi siklik
    parity block check/ˈpærɪti blɒk tʃek/ pemeriksaan blok paritas
    Watch lesson · ⁨Tonton pelajaran⁩
    6.2

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly.

    Term Definition
    data security keeping data safe from loss and from unauthorised access, change or deletion
    data privacy keeping data confidential, so that it is seen only by those who have the right to see it
    data integrity the data being accurate, consistent and complete
    malware malicious software that is installed without the user's knowledge to damage a system or steal data
    virus malware that replicates itself, attaches to other files and corrupts or deletes data
    spyware malware that records the user's key presses or actions and sends them to a third party
    phishing an email pretending to be from a legitimate organisation that leads the user to a fake website to collect personal data
    pharming malicious code that redirects the user to a fake website even when the correct address is entered
    firewall hardware or software that examines all traffic entering or leaving a system against set criteria and blocks what does not meet them
    encryption scrambling data with a key into ciphertext, so that it cannot be understood without the key to decrypt it
    digital signature a hash of a message encrypted with the sender's private key, used to prove who sent it and that it was not altered
    data validation an automatic check that entered data is reasonable and follows set rules
    data verification a check that data has been entered or transferred correctly, by comparing it with the source or with a recomputed value
    check digit an extra digit calculated from the other digits of a number and appended to it, so that an error in the number can be detected
    parity check an extra bit added to a byte so that the number of 1s is even (or odd), which the receiver recounts
    checksum a value calculated from a block of data by an algorithm and sent with it, recalculated by the receiver and compared
    6.2

    Exam tips

    • Keep the three ideas separate: security (keeping data safe), privacy (who may see it), integrity (keeping it correct).
    • Match each threat (malware, hacking, phishing, interception) to a measure (firewall, encryption, authentication, access rights).
    • Encryption protects confidentiality, not integrity — use a checksum, parity or check digit for integrity.
    • Distinguish a virus, worm and Trojan and how each spreads.

    Common mistakes

    • Giving the same measure for two threats, or a measure that does not fit the threat. Each threat in the table needs a different prevention that actually stops it.
    • Naming a measure without saying how it works. "Firewall" scores when it is followed by "compares traffic with set criteria and blocks what fails".
    • Calling validation a check that the data is correct. Validation checks that data is reasonable; verification checks that it matches the source. Neither proves it is true.
    • Saying a digital signature encrypts the message. It encrypts a hash of the message with the private key; the receiver decrypts it with the public key and compares hashes.
    • Describing a check digit as verification, or a parity check as validation. The check digit is a validation rule on entry; parity and checksums verify a transfer.
    • Writing that a virus "sends data to a third party" and spyware "replicates". The replicating one is the virus; the recording one is spyware.
  • 7

    Ethics and Ownership · ⁨Etika dan Kepemilikan⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    7.1

    Ethics for computing professionals · ⁨Etika bagi profesional komputasi⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the need for and purpose of ethics as a computing professional Understand the importance of joining a professional ethical body including BCS (British Computer Society), IEEE (Institute of Electrical and Electronic Engineers)
    Show understanding of the need to act ethically and the impact of acting ethically or unethically for a given situation
    Show understanding of the need for copyright legislation
    Show understanding of the different types of software licencing and justify the use of a licence for a given situation Licences to include free Software Foundation, the Open Source Initiative, shareware and commercial software
    Show understanding of Artificial Intelligence (AI) Understand the impact of AI including social, economic and environmental issues
    Understand the applications of AI
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang kebutuhan dan tujuan etika sebagai profesional komputasi Pahami pentingnya bergabung dengan badan etika profesional termasuk BCS (British Computer Society), IEEE (Institute of Electrical and Electronic Engineers)
    Tunjukkan pemahaman tentang kebutuhan untuk bertindak secara etis dan dampak dari tindakan etis atau tidak etis dalam situasi tertentu
    Tunjukkan pemahaman tentang perlunya undang-undang hak cipta
    Tunjukkan pemahaman tentang berbagai jenis lisensi perangkat lunak dan justifikasi penggunaan lisensi untuk situasi tertentu Lisensi mencakup Free Software Foundation, Open Source Initiative, shareware dan perangkat lunak komersial
    Tunjukkan pemahaman tentang Kecerdasan Buatan (AI) Pahami dampak AI termasuk isu sosial, ekonomi dan lingkungan
    Pahami aplikasi AI

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    A computing professional is someone whose work — software, systems, networks, data — affects other people. Because the work is technical, others often cannot judge whether it was done well or honestly. So the profession follows shared ethics 伦理 (principles for good behaviour).

    Why ethics matters

    • trust — users and employers trust professionals to act in their interest. Without that trust, software loses credibility.
    • impact — software runs medical devices, banking, vehicles. Careless or dishonest work can hurt people.

    Professional bodies (BCS, ACM, IEEE) publish codes of ethics for members.

    Typical principles

    • public interest first — protect the safety and welfare of those affected.
    • honesty and competence — be honest about your skills; don't claim expertise you lack.
    • confidentiality 保密性 — protect clients' and employers' private information.
    • avoid conflicts of interest 利益冲突 — don't take work where your interest clashes with the client's.
    • keep your skills current; respect intellectual property 知识产权 and privacy 隐私; treat colleagues fairly.

    Joining a professional body

    The syllabus names two: the BCS (British Computer Society) and the IEEE (Institute of Electrical and Electronics Engineers). Both publish a code of conduct 行为准则 that members agree to follow. The benefits of joining, in the scheme's words: a set of ethical guidelines to follow, so decisions are not left to personal judgement; training, conferences and publications that keep the member up to date; advice and support, including legal help, when a problem arises; and recognised professional status, so employers and clients trust the member's work. The consequences of not joining: no guidance on ethical decisions, so the programmer may act unethically without realising; less credibility with employers and customers, so it is harder to win work; no support in a dispute; and being out of date with developments and law. The purpose of a code of conduct (two marks): to create a safe, respectful and professional working environment, and to make sure every employee understands what is expected and the consequences of their actions.

    Worked example. Explain why a programmer needs to act ethically towards colleagues and towards the public.

    Colleagues: treat them fairly and without discrimination; respect their work, their ideas and their confidential information; be honest about mistakes and give credit where it is due; support their development rather than undermine it. The public: protect their personal data and privacy; produce software that is safe, reliable and properly tested, because faults can cause harm; be honest about what the software can do; take on only work within your competence; obey the law and consider the wider effects on society and the environment. Each side earns marks for a reason and its consequence, not for the word "fair" alone.

    Acting ethically vs unethically

    Acting ethically protects users, strengthens reputation, reduces legal risk, and builds trust. Acting unethically (skipping testing, hiding bugs, misusing data) can harm real users, lead to dismissal or legal action, damage reputation, and erode trust in technology generally.

    When you face a borderline decision: identify whose interests are affected, check the code of ethics and the law, weigh the consequences, ask a trusted senior, and choose the option that protects users above short-term convenience.

    Worked example. Your team's new AI hiring tool sorts CVs ten times faster, but you notice it rejects more older applicants. Shipping it pleases your manager, but it treats one group unfairly. The ethical choice is to hold it back until the bias is fixed — public interest and fairness come before short-term convenience.

    Ethics also applies to users. A student who connects a personal computer to the school network should respect other people's privacy and data, not use social media inappropriately or bully others, not download or share copyrighted material, not introduce malware or try to access systems they are not allowed to, and use the network for the purpose it was provided. A "give three ethical considerations" answer lists three of these.

    Bahasa Indonesia

    Seorang profesional komputasi adalah seseorang yang pekerjaannya — perangkat lunak, sistem, jaringan, data — berdampak pada orang lain. Karena pekerjaan ini bersifat teknis, orang lain sering kali tidak dapat menilai apakah itu dilakukan dengan baik atau jujur. Oleh karena itu, profesi ini mengikuti etika bersama (prinsip-prinsip perilaku baik).

    Mengapa etika penting

    • kepercayaan — pengguna dan pemberi kerja percaya para profesional bertindak demi kepentingan mereka. Tanpa kepercayaan itu, perangkat lunak kehilangan kredibilitas.
    • dampak — perangkat lunak menjalankan alat medis, perbankan, kendaraan. Pekerjaan yang ceroboh atau tidak jujur dapat menyakiti orang.

    Lembaga profesional (BCS, ACM, IEEE) menerbitkan kode etik untuk anggotanya.

    Dinding monitor CCTV di ruang kontrol
    CCTV menimbulkan masalah privasi — salah satu isu etika yang harus dipertimbangkan oleh profesional komputasi
    Tumpukan peralatan elektronik yang dibuang
    Elektronik yang dibuang (sampah elektronik) merupakan biaya lingkungan yang semakin besar dari komputasi
    Diagram hub dengan kesejahteraan publik di tengah, terhubung dengan masalah kesehatan dan keselamatan, kepentingan publik, manfaat bagi publik, dan kekhawatiran publik
    Pengembangan perangkat lunak memengaruhi kesejahteraan publik dalam beberapa cara

    Prinsip-prinsip umum

    • prioritas kepentingan publik — lindungi keselamatan dan kesejahteraan mereka yang terdampak.
    • kejujuran dan kompetensi — jujur mengenai keahlian Anda; jangan mengklaim keahlian yang tidak Anda miliki.
    • kerahasiaan — lindungi informasi pribadi klien dan pemberi kerja.
    • hindari konflik kepentingan — jangan menerima pekerjaan di mana kepentingan Anda bertentangan dengan kepentingan klien.
    • pertahankan keahlian Anda tetap mutakhir; hormati hak kekayaan intelektual dan privasi; perlakukan rekan sejawat secara adil.

    Bergabung dengan badan profesional

    Kurikulum menyebutkan dua: BCS (British Computer Society) dan IEEE (Institute of Electrical and Electronics Engineers). Keduanya menerbitkan kod etik yang disepakati oleh para anggotanya untuk dipatuhi. Manfaat bergabung, menurut rumusan skema: serangkaian pedoman etika untuk diikuti, sehingga keputusan tidak dibiarkan pada penilaian pribadi; pelatihan, konferensi, dan publikasi yang membuat anggota tetap terkini; nasihat dan dukungan, termasuk bantuan hukum, ketika muncul masalah; serta status profesional yang diakui, sehingga pemberi kerja dan klien percaya pada pekerjaan anggota. Konsekuensi tidak bergabung: tidak ada panduan untuk keputusan etika, sehingga programmer dapat bertindak tidak etis tanpa menyadarinya; kurang kredibilitas di mata pemberi kerja dan pelanggan, sehingga lebih sulit mendapatkan pekerjaan; tidak ada dukungan dalam sengketa; dan ketinggalan perkembangan serta hukum terbaru. Tujuan kod etik (dua nilai): menciptakan lingkungan kerja yang aman, menghormati, dan profesional, serta memastikan setiap karyawan memahami apa yang diharapkan dan konsekuensi dari tindakan mereka.

    Contoh terpecahkan. Jelaskan mengapa seorang programmer perlu bertindak etis terhadap rekan sejawat dan terhadap publik.

    Rekan sejawat: perlakukan mereka secara adil dan tanpa diskriminasi; hargai karya, ide, dan informasi rahasia mereka; jujur atas kesalahan dan berikan pengakuan di tempat yang semestinya; dukung pengembangan mereka alih-alih menjatuhkannya. Publik: lindungi data pribadi dan privasi mereka; hasilkan perangkat lunak yang aman, andal, dan teruji dengan baik, karena cacat dapat menyebabkan kerugian; jujur mengenai kemampuan perangkat lunak; ambil hanya pekerjaan dalam kompetensi Anda; patuhi hukum dan pertimbangkan dampak luas terhadap masyarakat dan lingkungan. Setiap pihak memperoleh nilai karena alasan dan konsekuensinya, bukan semata-mata karena kata "adil".

    Bertindak etis vs tidak etis

    Bertindak etis melindungi pengguna, memperkuat reputasi, mengurangi risiko hukum, dan membangun kepercayaan. Bertindak tidak etis (melewati pengujian, menyembunyikan bug, menyalahgunakan data) dapat merugikan pengguna nyata, berujung pada pemecatan atau tuntutan hukum, merusak reputasi, dan menggerus kepercayaan terhadap teknologi secara umum.

    Ketika Anda menghadapi keputusan yang berada di batas: identifikasi siapa saja yang kepentingannya terdampak, periksa kode etik dan hukum, timbang konsekuensinya, tanyakan kepada atasan tepercaya, dan pilih opsi yang melindungi pengguna di atas kenyamanan jangka pendek.

    Contoh terpecahkan. Alat perekrutan AI baru tim Anda mengurut CV sepuluh kali lebih cepat, tetapi Anda menyadari bahwa alat itu menolak lebih banyak pelamar yang lebih tua. Mengirimkannya akan menyenangkan manajer Anda, tetapi hal itu memperlakukan satu kelompok secara tidak adil. Pilihan etis adalah menahan pelepasannya hingga bias diperbaiki — kepentingan publik dan keadilan mendahului kenyamanan jangka pendek.

    Etika juga berlaku bagi pengguna. Seorang siswa yang menghubungkan komputer pribadi ke jaringan sekolah harus menghormati privasi dan data orang lain, tidak menggunakan media sosial secara tidak pantas atau membulli orang lain, tidak mengunduh atau membagikan materi berhak cipta, tidak memasukkan malware atau mencoba mengakses sistem yang tidak diizinkan, dan menggunakan jaringan sesuai tujuan penyediaannya. Jawaban "sebutkan tiga pertimbangan etis" mencantumkan tiga dari poin-poin ini.

    Explore · ⁨Jelajahi⁩

    Risk and responsibility lab · ⁨Laboratorium risiko dan tanggung jawab⁩

    Sort examples by the rule, risk or protection involved. · ⁨Urutkan contoh berdasarkan aturan, risiko atau perlindungan yang terlibat.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    ethics/ˈeθɪks/ etika
    privacy/ˈprɪvəsi/ privasi
    confidentiality/ˌkɒnfɪˌdenʃiˈæləti/ kerahasiaan
    conflicts of interest/ˈkɒnflɪkts ɒv ˈɪntrest/ konflik kepentingan
    intellectual property/ˌɪntəˈlektʃuːəl ˈprɒpəti/ kepemilikan intelektual
    code of conduct/kəʊd ɒv ˈkɒndʌkt/ kode etik
    bias/ˈbaɪəs/ bias
    7.1

    Copyright · ⁨Hak Cipta⁩

    English

    Copyright 版权 is the legal right of the creator of an original work to control how it is copied, distributed, modified and performed. It applies automatically (no registration) to source code, software, documents, images, audio and video.

    Without copyright, anyone could copy software freely, the developer would not be paid, and plagiarism would be legal. With copyright, developers can earn from their work (encouraging more software), users know who made it, and re-use happens on the developer's terms through licensing. Copyright lasts a long time (often 70 years after the creator's death). General ideas and algorithms are not covered by copyright but may be covered by a patent 专利.

    Why a programmer should copyright a program, in the scheme's words: to be identified as the owner and author (formal recognition of ownership); so that there are legal consequences if anyone copies or steals it; to restrict competitors from selling the same work; and to be able to earn money by licensing it. Copyright applies to the program as written; a different program that does the same job does not infringe it.

    Bahasa Indonesia

    Hak cipta adalah hak hukum pencipta karya orisinal untuk mengendalikan bagaimana karya tersebut disalin, didistribusikan, dimodifikasi, dan ditampilkan. Hak ini berlaku otomatis (tanpa registrasi) pada kode sumber, perangkat lunak, dokumen, gambar, audio, dan video.

    Tanpa hak cipta, siapa pun dapat menyalin perangkat lunak secara bebas, pengembang tidak akan dibayar, dan plagiarisme menjadi legal. Dengan hak cipta, pengembang dapat mendapat penghasilan dari karya mereka (mendorong pembuatan lebih banyak perangkat lunak), pengguna tahu siapa pembuatnya, dan penggunaan kembali terjadi sesuai syarat pengembang melalui lisensi. Hak cipta berlaku cukup lama (sering 70 tahun setelah kematian pencipta). Gagasan umum dan algoritma tidak dilindungi hak cipta tetapi mungkin dilindungi oleh paten.

    Mengapa seorang programmer harus mematenkan program, menurut rumusan skema: untuk diidentifikasi sebagai pemilik dan penulis (pengakuan resmi kepemilikan); agar ada konsekuensi hukum jika ada yang menyalin atau mencurinya; untuk membatasi pesaing menjual karya yang sama; dan untuk mampu menghasilkan uang dengan melisensikannya. Hak cipta berlaku pada program sebagaimana tertulis; program berbeda yang melakukan tugas yang sama tidak melanggar hak cipta tersebut.

    Hak cipta berlaku otomatis tanpa registrasi dan berlangsung sekitar 70 tahun setelah kematian pencipta, mencakup kode, gambar, dan dokumen; sebuah paten harus diajukan dan berlangsung sekitar 20 tahun, mencakup penemuan dan algoritma
    Hak cipta berlaku otomatis dan berlangsung lama; sebuah paten harus diajukan dan berlangsung sekitar 20 tahun
    Explore · ⁨Jelajahi⁩

    Risk and responsibility lab · ⁨Laboratorium risiko dan tanggung jawab⁩

    Sort examples by the rule, risk or protection involved. · ⁨Urutkan contoh berdasarkan aturan, risiko atau perlindungan yang terlibat.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    copyright/ˈkɒpɪraɪt/ hak cipta
    patent/ˈpeɪtənt/ paten
    software licence/ˈsɒftweə ˈlaɪsəns/ lisensi perangkat lunak
    7.1

    Software licences · ⁨Lisensi perangkat lunak⁩

    English

    A software licence 软件许可证 is a contract granting permission to use software on the owner's terms; choosing and applying one is called software licencing.

    Commercial (proprietary)

    • commercial software is sold: you buy a licence; the software is used only within its terms.
    • the source code is not given (a proprietary 专有 product); you cannot modify or redistribute it.
    • examples: Microsoft Office, Adobe Photoshop, most games.

    Used when the developer wants revenue per user and to keep control of the code.

    Open-source

    • the source code is public; users can read, modify and redistribute it (open-source 开源).
    • permissive licences (MIT, BSD) allow almost any use; copyleft 著佐权 licences (GPL) require that modified versions are released under the same licence ("share-alike").
    • the Free Software Foundation (FSF) and the Open Source Initiative (OSI) promote and approve open-source licences.

    The syllabus names both, and they are marked as distinct answers. Free Software (the FSF's term) means free as in freedom, not price: the user may run the program for any purpose, study and change it (so the source code must be available), redistribute copies, and distribute modified versions; a fee may still be charged for a copy. Open Source (the OSI's definition) requires that the source code is available, that the program may be modified and redistributed, and that the licence does not discriminate against any person or field of use. "Identify two licence types that let other people edit and redistribute the program" is answered with these two.

    • examples: Linux, Python, Apache.

    Used when the developer wants the software widely used and improved by the community.

    Freeware and shareware

    • freeware 免费软件 — free of charge, no source code, may be redistributed but not modified (Acrobat Reader, WhatsApp).
    • shareware 共享软件 — free for a trial period, then you pay to keep using it; no source code.

    The scheme's descriptions: shareware is distributed free for a trial (a limited time or limited features) and the user pays to continue using the full version; commercial software is sold for a fee, the source code is not supplied, the licence protects the developer's intellectual property, and the fee usually buys support and updates. Benefits of shareware to the programmer: users can try the program before buying, so they are more likely to purchase; it spreads widely at almost no advertising cost; and those who keep it pay. Benefits of a commercial licence: the developer earns a fee for every copy; the code and its rights stay protected; and the income funds support, updates and further development.

    Type Cost Source Redistribute Modify
    Commercial Paid No No No
    Open-source Free Yes Yes Often, with conditions
    Freeware Free No Yes No
    Shareware Free trial, then paid No Sometimes No

    To justify a licence choice, link it to the developer's goal (revenue, reach, community), the user's needs (cost, customising), and the use case.

    Worked example. A programmer has written a game to sell to the public. Identify the most appropriate licence and justify it.

    A commercial licence: the game is sold for a fee, so the programmer earns money from every copy; the source code is not released, so nobody can copy the game or change it and sell it as their own; the licence protects the intellectual property; and buyers receive updates and support. Open source would not fit, because the source code would be available, so the game could be copied, changed and redistributed without payment.

    Worked example. A program helps shoppers by reading product labels aloud. Explain why an open source licence might not be appropriate.

    The source code would be accessible, so it could be changed; a changed version might output the wrong product information, so shoppers could buy the wrong item; and the programmer would lose control over the quality and safety of what is distributed under the program's name. Going the other way, programs are released as open source so that other developers can improve and extend them, so that they are adopted widely at no cost, and so that users can adapt them to their own needs.

    Bahasa Indonesia

    Lisensi perangkat lunak adalah kontrak yang memberikan izin untuk menggunakan perangkat lunak sesuai syarat pemilik; memilih dan menerapkan salah satunya disebut lisensi perangkat lunak.

    Komersial (proprietary)

    • perangkat lunak komersial dijual: Anda membeli lisensi; perangkat lunak digunakan hanya sesuai syaratnya.
    • kode sumber tidak diberikan (produk proprietari); Anda tidak dapat memodifikasi atau mendistribusikannya kembali.
    • contoh: Microsoft Office, Adobe Photoshop, sebagian besar game.

    Digunakan ketika pengembang ingin mendapatkan pendapatan per pengguna dan untuk menjaga kendali atas kode.

    Sumber Terbuka

    • kode sumber terbuka; pengguna dapat membaca, memodifikasi, dan mendistribusikannya kembali (sumber terbuka).
    • lisensi ** permisif** (MIT, BSD) mengizinkan hampir segala penggunaan; lisensi copyleft (GPL) mewajibkan bahwa versi yang dimodifikasi dirilis di bawah lisensi yang sama ("berbagi seperti milik bersama").
    • Yayasan Perangkat Lunak Bebas (FSF) dan Inisiatif Sumber Terbuka (OSI) mempromosikan dan menyetujui lisensi sumber terbuka.

    Silabus menyebutkan keduanya, dan keduanya ditandai sebagai jawaban yang berbeda. Perangkat Lunak Bebas (istilah FSF) berarti bebas dalam arti kebebasan, bukan harga: pengguna dapat menjalankan program untuk tujuan apa pun, mempelajari dan mengubahnya (sehingga kode sumber harus tersedia), mendistribusikan salinannya, dan mendistribusikan versi yang telah dimodifikasi; biaya masih dapat dikenakan untuk sebuah salinan. Sumber Terbuka (definisi OSI) mensyaratkan bahwa kode sumber tersedia, bahwa program dapat dimodifikasi dan didistribusikan kembali, dan bahwa lisensi tidak mendiskriminasikan terhadap siapa pun atau bidang penggunaan. "Identifikasi dua jenis lisensi yang memungkinkan orang lain mengedit dan mendistribusikan kembali program" dijawab dengan kedua hal ini.

    • contoh: Linux, Python, Apache.

    Digunakan ketika pengembang ingin perangkat lunak digunakan secara luas dan ditingkatkan oleh komunitas.

    Freeware dan shareware

    • freeware — gratis, tanpa kode sumber, dapat didistribusikan kembali tetapi tidak dapat dimodifikasi (Acrobat Reader, WhatsApp).
    • shareware — gratis untuk periode uji coba, lalu Anda membayar untuk terus menggunakannya; tanpa kode sumber.

    Deskripsi skema: shareware didistribusikan gratis untuk uji coba (waktu terbatas atau fitur terbatas) dan pengguna membayar untuk melanjutkan penggunaan versi penuh; perangkat lunak komersial dijual dengan biaya, kode sumber tidak disediakan, lisensi melindungi properti intelektual pengembang, dan biaya biasanya mencakup dukungan dan pembaruan. Manfaat shareware bagi programmer: pengguna dapat mencoba program sebelum membeli, sehingga mereka lebih mungkin melakukan pembelian; ini menyebar luas dengan hampir tidak ada biaya iklan; dan mereka yang mempertahankannya membayar. Manfaat lisensi komersial: pengembang mendapat bayaran untuk setiap salinan; kode dan hak-haknya tetap terlindungi; dan pendapatan membiayai dukungan, pembaruan, dan pengembangan lebih lanjut.

    Jenis Biaya Sumber Distribusi Ulang Modifikasi
    Komersial Berbayar Tidak Tidak Tidak
    Sumber Terbuka Gratis Ya Ya Seringkali, dengan syarat
    Freeware Gratis Tidak Ya Tidak
    Shareware Uji coba gratis, kemudian berbayar Tidak Terkadang Tidak
    Pohon keputusan untuk memilih lisensi: jika Anda ingin menjualnya atau menjaga kendali, pilih komersial; jika tidak, jika Anda membagikan kode sumber, pilih sumber terbuka; jika tidak, jika itu gratis selamanya, pilih freeware, selain itu shareware (uji coba gratis lalu bayar)
    Memilih lisensi berdasarkan tujuan pengembang

    Untuk membenarkan pilihan lisensi, hubungkan dengan tujuan pengembang (pendapatan, jangkauan, komunitas), kebutuhan pengguna (biaya, kustomisasi), dan kasus penggunaan.

    Contoh terpecahkan. Seorang programmer telah menulis sebuah game untuk dijual kepada publik. Identifikasikan lisensi yang paling tepat dan berikan alasannya.

    Lisensi komersial: game dijual dengan biaya, sehingga programmer mendapat uang dari setiap salinan; kode sumber tidak dirilis, sehingga tidak ada yang bisa menyalin game atau mengubahnya dan menjualnya sebagai miliknya sendiri; lisensi melindungi properti intelektual; dan pembeli menerima pembaruan dan dukungan. Sumber terbuka tidak cocok, karena kode sumber akan tersedia, sehingga game dapat disalin, diubah, dan didistribusikan kembali tanpa pembayaran.

    Contoh terpecahkan. Sebuah program membantu pembeli dengan membacakan label produk secara lantang. Jelaskan mengapa lisensi sumber terbuka mungkin tidak tepat.

    Kode sumber akan dapat diakses, sehingga dapat diubah; versi yang diubah mungkin menghasilkan informasi produk yang salah, sehingga pembeli dapat membeli barang yang salah; dan programmer akan kehilangan kendali atas kualitas dan keamanan apa yang didistribusikan di bawah nama program tersebut. Sebaliknya, program dirilis sebagai sumber terbuka agar pengembang lain dapat meningkatkan dan memperluasnya, agar diadopsi secara luas tanpa biaya, dan agar pengguna dapat menyesuaikannya dengan kebutuhan mereka sendiri.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    proprietary/prəˈpraɪətəri/ milik sendiri
    copyleft/ˈkɒpɪleft/ copyleft
    freeware/ˈfriːweə/ freeware
    shareware/ˈʃeəweə/ shareware
    artificial intelligence/ˌɑːtɪˈfɪʃl ɪnˈtelɪdʒəns/ kecerdasan buatan
    machine learning/məˈʃiːn ˈlɜːnɪŋ/ pembelajaran mesin
    Deep learning/diːp ˈlɜːnɪŋ/ Deep learning
    neural networks/ˈnjuːrəl ˈnetwɜːks/ jaringan saraf tiruan
    speech recognition/spiːtʃ ˌrekəɡˈnɪʃn/ pengenalan suara
    image recognition/ˈɪmɪdʒ ˌrekəɡˈnɪʃn/ pengenalan gambar
    machine translation/məˈʃiːn trænˈsleɪʃn/ terjemahan mesin
    recommendation systems/ˌrekəmenˈdeɪʃn ˈsɪstəmz/ sistem rekomendasi
    autonomous vehicles/ɔːˈtɒnəməs ˈvɪəklz/ kendaraan otonom
    optical character recognition/ˈɒptɪkl ˈkærɪktə ˌrekəɡˈnɪʃn/ pengenalan karakter optik
    text-to-speech/tekst tə spiːtʃ/ teks-ke-suara
    7.1

    Artificial Intelligence (AI) · ⁨Kecerdasan Buatan (AI)⁩

    English

    Artificial intelligence 人工智能 builds systems that do tasks once thought to need human intelligence — recognising speech and images, translating, playing games, driving.

    Most modern AI uses machine learning 机器学习 — algorithms that improve at a task by learning patterns from large amounts of data, instead of being programmed step by step. Deep learning 深度学习, using neural networks 神经网络 with many layers, is the leading approach today.

    Everyday examples

    AI tasks split into two kinds — understanding input, and producing output or decisions.

    Understanding input:

    • speech recognition 语音识别 — spoken words to text (voice assistants).
    • image recognition 图像识别 — finding objects, faces or text in images.

    Producing output or decisions:

    • machine translation 机器翻译 — automatic translation between languages.
    • recommendation systems 推荐系统 — suggesting products, videos or music.
    • autonomous vehicles 自动驾驶汽车 and robots.

    A common exam scenario: a program reads a label with a camera, translates it, and reads it aloud — using optical character recognition 光学字符识别 to find the words, machine translation to convert them, and text-to-speech 文本转语音 for the audio.

    A four-mark "explain how AI is used" answer follows the pipeline step by step: image recognition (OCR) analyses the pixels of the photograph to locate the characters; the patterns of pixels are converted into individual characters and words; machine translation converts the words into the user's language; and text-to-speech produces the spoken output. Each step is a mark.

    Benefits

    • accessibility — speech/image AI helps users with impairments; translation helps non-native speakers.
    • productivity — automating repetitive tasks frees people for creative work.
    • decision support — AI spots patterns in huge datasets (medical diagnosis, fraud detection).
    • always available, and personalised to each user.

    Impacts: social, economic, environmental

    The syllabus asks for the impact of AI under three headings, and a question names one of them. Give the impact and its consequence.

    • Social: benefits — a label-reading program helps people with a visual impairment, people who cannot read the language, and people with reading difficulties; facial recognition at an airport speeds up identity checks and can stop wanted people entering. Harms — facial recognition can misidentify people and tracks everyone without consent, so privacy is lost; students who use AI to do their homework may not develop reasoning and problem-solving skills, may rely on it instead of learning, and may lose the collaboration and face-to-face communication that working together brings.
    • Economic: an AI fault-diagnosis module in a repair garage diagnoses faults faster and more accurately, so more vehicles are repaired per day and costs fall; but fewer skilled mechanics may be needed, so jobs are lost, and the module must be bought and maintained. More generally, AI raises productivity and creates new jobs in some fields while removing routine jobs in others.
    • Environmental: training and running large models uses a great deal of electricity and water for cooling in data centres, and the hardware becomes e-waste; on the other side, AI is used to cut energy use in buildings, optimise transport and monitor the environment.
    • Ethical (the classroom question): an AI that marks work or watches students must be fair to every student, must not leak their data, must be explainable when it makes a decision about them, and must not replace the judgement of a teacher where that matters.

    Concerns

    • bias 偏见 — unfair patterns in the training data become unfair AI decisions (hiring, lending).
    • job displacement — AI may replace some roles.
    • privacy — training often uses large amounts of personal data.
    • transparency — large models are "black boxes", hard to explain.
    • accountability — when AI is wrong, who is responsible: developer, user, or operator?
    • misuse — deepfakes, misinformation, surveillance.

    Professionals must understand the limits of the AI they build, inform users, and reduce harm.

    Bahasa Indonesia

    Kecerdasan buatan membangun sistem yang melakukan tugas-tugas yang dulunya dianggap memerlukan kecerdasan manusia — mengenali suara dan gambar, menerjemahkan, bermain game, mengemudi.

    Sebagian besar AI modern menggunakan pembelajaran mesin — algoritma yang menjadi lebih baik dalam suatu tugas dengan belajar pola dari jumlah data yang besar, alih-alih diprogram langkah demi langkah. Pembelajaran mendalam, menggunakan jaringan saraf dengan banyak lapisan, adalah pendekatan terdepan saat ini.

    Contoh sehari-hari

    Tugas AI dibagi menjadi dua jenis — memahami input, dan menghasilkan output atau keputusan.

    Memahami input:

    • pengenalan ucapan — kata-kata berbicara menjadi teks (asisten suara).
    • pengenalan gambar — menemukan objek, wajah, atau teks dalam gambar.

    Menghasilkan output atau keputusan:

    • penerjemahan mesin — penerjemahan otomatis antar bahasa.
    • sistem rekomendasi — menyarankan produk, video, atau musik.
    • kendaraan otonom dan robot.

    Skenario ujian umum: sebuah program membaca label dengan kamera, menerjemahkannya, dan membacanya secara lantang — menggunakan pengenalan karakter optik untuk menemukan kata-kata, penerjemahan mesin untuk mengubahnya, dan teks-ke-suara untuk audio.

    Membaca label asing secara lantang: gambar kamera masuk ke OCR untuk menemukan kata-kata, lalu ke penerjemahan mesin, lalu ke teks-ke-suara untuk audio
    Skenario umum: OCR → penerjemahan mesin → teks-ke-speech membacakan label asing secara lantang

    Jawaban "jelaskan bagaimana AI digunakan" bernilai empat mengikuti alur kerja langkah demi langkah: pengenalan gambar (OCR) menganalisis piksel foto untuk menemukan karakter; pola piksel dikonversi menjadi karakter dan kata-kata individual; penerjemahan mesin mengubah kata-kata tersebut ke dalam bahasa pengguna; dan teks-ke-speech menghasilkan output ucapan. Setiap langkah bernilai satu.

    Manfaat

    • aksesibilitas — AI suara/gambar membantu pengguna dengan gangguan; terjemahan membantu penutur bukan bahasa asli.
    • produktivitas — mengotomatisasi tugas berulang membebaskan orang untuk bekerja kreatif.
    • dukungan pengambilan keputusan — AI mendeteksi pola dalam dataset besar (diagnosis medis, pendeteksi penipuan).
    • selalu tersedia, dan dipersonalisasi untuk setiap pengguna.

    Dampak: sosial, ekonomi, lingkungan

    Kurikulum meminta dampak AI di bawah tiga kategori, dan soal menyebutkan salah satunya. Berikan dampak dan konsekuensinya.

    • Sosial: manfaat — program pembaca label membantu orang dengan disabilitas visual, orang yang tidak bisa membaca bahasa tersebut, dan orang dengan kesulitan membaca; pengenalan wajah di bandara mempercepat pemeriksaan identitas dan dapat mencegah orang yang dicari masuk. Kerugian — pengenalan wajah dapat salah mengidentifikasi orang dan melacak semua orang tanpa persetujuan, sehingga privasi hilang; siswa yang menggunakan AI untuk mengerjakan PR mungkin tidak mengembangkan kemampuan berpikir dan pemecahan masalah, mungkin bergantung padanya alih-alih belajar, dan mungkin kehilangan kolaborasi serta komunikasi tatap muka yang dibawa oleh kerja bersama.
    • Ekonomi: modul diagnosis故障 AI di bengkel memperbaiki故障 lebih cepat dan akurat, sehingga lebih banyak kendaraan diperbaiki per hari dan biaya turun; tetapi mekanik terampil mungkin dibutuhkan lebih sedikit, sehingga pekerjaan hilang, dan modul harus dibeli dan dipelihara. Secara umum, AI meningkatkan produktivitas dan menciptakan pekerjaan baru di beberapa bidang sementara menghilangkan pekerjaan rutin di bidang lain.
    • Lingkungan: pelatihan dan menjalankan model besar membutuhkan listrik dan air pendingin yang besar di pusat data, dan perangkat keras menjadi limbah elektronik; di sisi lain, AI digunakan untuk mengurangi penggunaan energi di gedung, mengoptimalkan transportasi, dan memantau lingkungan.
    • Etika (soal kelas): AI yang memberi nilai atau mengawasi siswa harus adil kepada setiap siswa, tidak boleh bocor datanya, harus dapat dijelaskan ketika membuat keputusan tentang mereka, dan tidak boleh menggantikan penilaian guru di mana itu penting.

    Kekhawatiran

    • bias — pola tidak adil dalam data pelatihan menjadi keputusan AI yang tidak adil (perekrutan, pinjaman).
    • penggantian pekerjaan — AI dapat menggantikan beberapa peran.
    • privasi — pelatihan sering menggunakan jumlah besar data pribadi.
    • transparansi — model besar adalah "kotak hitam", sulit dijelaskan.
    • akuntabilitas — ketika AI salah, siapa yang bertanggung jawab: pengembang, pengguna, atau operator?
    • penyalahgunaan — deepfake, disinformasi, pengawasan.
    Data pelatihan bias menyebabkan model mempelajari bias, yang kemudian menghasilkan keputusan tidak adil seperti perekrutan atau pinjaman
    Bagaimana bias masuk ke dalam AI: data bias → model bias → keputusan tidak adil

    Profesional harus memahami batasan AI yang mereka bangun, menginformasikan pengguna, dan mengurangi kerugian.

    Explore · ⁨Jelajahi⁩

    Computing concept lab · ⁨Laboratorium konsep komputasi⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨Klasifikasikan contoh konkret berdasarkan ide komputasi yang ditunjukkannya.⁩

    7.1

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly.

    Term Definition
    ethics the moral principles that govern how a person behaves, in a profession the standards set out in its code of conduct
    code of conduct the rules an organisation or professional body sets for how its members must behave
    copyright the legal right of the creator of an original work to control how it is copied, distributed and modified
    software licence the legal agreement that states how a piece of software may be used, copied and distributed
    commercial software software sold for a fee, without source code, under a licence that protects the developer's intellectual property
    free software (FSF) software whose users are free to run, study, change and redistribute it, so its source code is available
    open source (OSI) software whose source code is available and which may be modified and redistributed under its licence
    shareware software distributed free for a trial period or with limited features, after which the user pays to continue
    freeware software that is free of charge to use and copy, but whose source code is not released and may not be modified
    artificial intelligence computer systems that perform tasks which normally need human intelligence, such as recognising images and speech
    machine learning a form of AI in which a system improves at a task by learning patterns from data rather than by explicit programming
    Bahasa Indonesia

    Pertanyaan definisi dinilai berdasarkan kata-kata tetap. Hafalkan ini persis.

    Istilah Definisi
    etika prinsip moral yang mengatur perilaku seseorang, dalam profesi standar yang ditetapkan dalam kode etik
    kode etik aturan yang ditetapkan organisasi atau badan profesi bagi anggotanya untuk berperilaku
    hak cipta hak hukum pencipta karya orisinal untuk mengendalikan cara karya tersebut disalin, didistribusikan, dan dimodifikasi
    lisensi perangkat lunak perjanjian hukum yang menyatakan bagaimana sebuah perangkat lunak boleh digunakan, disalin, dan didistribusikan
    perangkat lunak komersial perangkat lunak dijual dengan bayaran, tanpa kode sumber, di bawah lisensi yang melindungi kekayaan intelektual pengembang
    perangkat lunak bebas (FSF) perangkat lunak yang penggunanya bebas menjalankan, mempelajari, mengubah, dan mendistribusikannya kembali, sehingga kode sumbernya tersedia
    open source (OSI) perangkat lunak yang kode sumbernya tersedia dan yang dapat dimodifikasi dan didistribusikan kembali di bawah lisensinya
    shareware perangkat lunak dibagikan gratis untuk periode percobaan atau dengan fitur terbatas, setelah itu pengguna membayar untuk melanjutkan
    freeware perangkat lunak yang gratis digunakan dan disalin, tetapi kode sumbernya tidak dirilis dan tidak dapat dimodifikasi
    kecerdasan buatan sistem komputer yang melakukan tugas yang biasanya memerlukan kecerdasan manusia, seperti mengenali gambar dan suara
    pembelajaran mesin bentuk AI di mana sistem menjadi lebih baik dalam suatu tugas dengan mempelajari pola dari data alih-alih melalui pemrograman eksplisit
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    open-source/ˈəʊpən sɔːs/ sumber terbuka
    7.1

    Exam tips · ⁨Tips ujian⁩

    English
    • Answer ethics questions against a professional code of conduct (public interest, competence, honesty), not personal opinion.
    • Distinguish copyright (protects the expression) from a patent (protects an invention).
    • Compare software licences: proprietary, open-source, freeware, shareware and FOSS.

    Common mistakes

    • Giving a personal opinion ("it is wrong") instead of a reason with a consequence ("faulty software could harm users, so it must be tested").
    • Treating free software and freeware as the same thing. Free software is about the freedom to study and change the code; freeware is merely free of charge.
    • Saying open source means free of charge. It means the source code is available and may be modified and redistributed; a fee may still be charged.
    • Writing that copyright must be registered. It applies automatically to the work as written.
    • Naming an impact without its consequence. "Job losses" scores when it is tied to why: the AI does the diagnosis, so fewer mechanics are needed.
    • Describing what AI is instead of how it is used. The marks are for the steps: recognise, convert, translate, speak.
    Bahasa Indonesia
    • Jawab pertanyaan etika berdasarkan kode etik profesional (kepentingan publik, kompetensi, kejujuran), bukan opini pribadi.
    • Bedakan hak cipta (melindungi ekspresi) dari paten (melindungi invensi).
    • Bandingkan lisensi perangkat lunak: proprietary, open-source, freeware, shareware, dan FOSS.

    Kesalahan umum

    • Memberikan opini pribadi ("ini salah") alih-alih alasan dengan konsekuensi ("perangkat lunak cacat dapat merugikan pengguna, jadi harus diuji").
    • Memperlakukan perangkat lunak bebas dan freeware sebagai hal yang sama. Perangkat lunak bebas berkaitan dengan kebebasan untuk mempelajari dan mengubah kode; freeware hanyalah gratis secara biaya.
    • Mengatakan open source berarti gratis. Itu berarti kode sumber tersedia dan dapat dimodifikasi dan didistribusikan kembali; biaya masih dapat dikenakan.
    • Menulis bahwa hak cipta harus didaftarkan. Hak ini berlaku otomatis pada karya yang ditulis.
    • Menamakan dampak tanpa konsekuensinya. "Kehilangan pekerjaan" mendapat nilai ketika dikaitkan dengan alasannya: AI melakukan diagnosis, sehingga mekanik yang dibutuhkan menjadi lebih sedikit.
    • Mendeskripsikan apa itu AI alih-alih bagaimana AI digunakan. Nilai diberikan untuk langkah-langkahnya: mengenali, mengonversi, menerjemahkan, berbicara.
  • 8

    Databases · ⁨Database⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    8.1

    File-based storage and its limits

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the limitations of using a file-based approach for the storage and retrieval of data
    Describe the features of a relational database that address the limitations of a file-based approach
    Show understanding of and use the terminology associated with a relational database model Including entity, table, record, field, tuple, attribute, primary key, candidate key, secondary key, foreign key, relationship (one-to-many, one-to-one, many-to-many), referential integrity, indexing
    Use an entity-relationship (E-R) diagram to document a database design
    Show understanding of the normalisation process First Normal Form (1NF), Second Normal Form (2NF) and Third Normal Form (3NF)
    Explain why a given set of database tables are, or are not, in 3NF
    Produce a normalised database design for a description of a database, a given set of data, or a given set of tables
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang keterbatasan menggunakan pendekatan berbasis file untuk penyimpanan dan retrieval data
    Jelaskan fitur dari database relasional yang mengatasi keterbatasan pendekatan berbasis file
    Tunjukkan pemahaman dan gunakan terminologi yang terkait dengan model database relasional Termasuk entitas, tabel, rekaman, bidang, tuple, atribut, kunci utama, kandidat kunci, kunci sekunder, kunci asing, hubungan (satu-ke-banyak, satu-ke-satu, banyak-ke-banyak), integritas referensial, indeksing
    Gunakan diagram entitas-relasi (E-R) untuk mendokumentasikan desain database
    Tunjukkan pemahaman tentang proses normalisasi Bentuk Normal Pertama (1NF), Bentuk Normal Kedua (2NF) dan Bentuk Normal Ketiga (3NF)
    Jelaskan mengapa serangkaian tabel database tertentu, atau tidak, berada dalam 3NF
    Hasilkan desain database yang dinormalisasi berdasarkan deskripsi database, serangkaian data yang diberikan, atau serangkaian tabel yang diberikan

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Before databases, programs stored data in flat files 平面文件 — usually one file per program. This is fine for small data but breaks down at scale.

    A hand searching a card-index filing cabinet
    File-based storage keeps data in separate files, like papers in a filing cabinet — hard to search and easy to duplicate

    Limitations

    • data redundancy 数据冗余 — the same data (a customer's address) is held in several files, one per program, so storage is wasted and every copy must be updated.
    • data inconsistency 数据不一致 — when one copy is updated and another is not, the files disagree and nobody knows which is right.
    • data dependence — each program is written for the exact layout of its files; change a field's length or add a field and every program that reads the file must be rewritten.
    • no shared access — a file is locked while one program uses it, so users cannot work on the data at the same time.
    • weak integrity 完整性 — no central rules stop an invalid value or a link to a customer who does not exist; weak security — access is per file, not per field; and queries across files need a new program each time.
    The Payroll and Sales programs each link to their own separate data file, so the Staff Number field is stored twice
    The file-based approach: each program keeps its own files

    A relational database 关系数据库 fixes these by storing data in tables managed by one piece of software (the DBMS) that all programs use.

    One DBMS holding tables design, validation rules, access rights and the data, with a single shared database, used by both the payroll and sales applications
    The database approach: one DBMS serves all the programs

    Why a relational database is better — the three-mark answer. Each item of data is stored once, in one table, and tables are linked by keys, so there is no redundancy and no inconsistency; the data is independent of the programs, which ask the DBMS for what they need and are unaffected when the structure changes; and the DBMS enforces integrity rules, controls access per user and per field, allows many users at once, and answers any query without a new program being written.

    Worked example. A repair shop stores its customers, devices and repair jobs using a file-based approach, one file per program. Give three problems this causes, and describe how a relational database would remove them.

    The customer's name and phone number are stored in the repairs file and the invoices file (redundancy); when a customer changes number, one file is updated and the other is not (inconsistency); and when the shop wants a new report — repairs per technician — a new program has to be written to read the files (no ad-hoc queries). In a relational database the customer is stored once in a CUSTOMER table and referred to by CustomerID from the REPAIR table, so a change is made once and is seen everywhere; the report is a single SQL query.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    flat files/flæt faɪlz/ file datar
    data redundancy/ˈdeɪtə rɪˈdʌndənsi/ redundansi data
    data inconsistency/ˈdeɪtə ˌɪnkənˈsɪstənsi/ ketidaksesuaian data
    integrity/ɪnˈteɡrɪti/ integritas
    relational database/rɪˈleɪʃənl ˈdeɪtəbeɪs/ basis data relasional
    8.1

    Relational model — terms

    • table 表 (relation) — a grid of rows and columns; one table per type of entity 实体 (e.g. CUSTOMER).
    • record 记录 (row, also called a tuple 元组) — one row; one instance of the entity.
    • field 字段 (column, also called an attribute 属性) — one column; one piece of information about each record.
    • primary key 主键 — a field (or fields) that uniquely identifies each record; never null or duplicated.
    • foreign key 外键 — a field whose value matches the primary key of another table, linking the two.
    • composite key 复合键 — a primary key made of two or more fields together.
    • candidate key 候选键 — any field(s) that could be the primary key.
    • secondary key 次键 — a non-primary field that is indexed for fast searching.
    • indexing 索引 — building an index on a field so look-ups and joins run faster.
    • referential integrity 参照完整性 — every foreign-key value must match an existing primary key (no orphan records).

    A table is written in shorthand with the primary key underlined and foreign keys noted:

    CUSTOMER(CustomerID, Name, Phone)
    ORDER(OrderID, CustomerID, OrderDate)   -- CustomerID is FK → CUSTOMER
    
    Two tables linked by a foreign key: the CUSTOMER table has primary key CustomerID; the ORDER table has its own primary key OrderID plus a CustomerID foreign key whose value matches a CustomerID in CUSTOMER
    A foreign key links two tables: ORDER.CustomerID matches the primary key CUSTOMER.CustomerID

    Worked example. State what is meant by entity, primary key and referential integrity in a relational database, and complete the term ↔ description table for tuple and attribute.

    An entity is something about which data is stored — a person, object or event — which becomes one table. A primary key is the attribute (or combination of attributes) that uniquely identifies each record in a table. Referential integrity means that every foreign-key value must match the value of a primary key in the table it refers to, so a record cannot refer to one that does not exist. A tuple is one row of a table (one record); an attribute is one column (one field). Learn the pairs: table/relation, record/tuple, field/attribute.

    Explore · ⁨Jelajahi⁩

    Read a relational table with SELECT · ⁨Baca tabel relasional dengan SELECT⁩

    A relational table is just rows (records) and columns (fields). WHERE keeps the rows that match a condition; SELECT then keeps only the columns you asked for. · ⁨Tabel relasional hanyalah baris (rekaman) dan kolom (bidang). WHERE menyaring baris yang memenuhi kondisi; SELECT kemudian hanya menampilkan kolom yang diminta.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    field/fiːld/ medan
    table/ˈteɪbl/ tabel
    entity/ˈentɪti/ entitas
    record/ˈrekɔːd/ rekaman
    tuple/ˈtuːpl/ tuple
    attribute/ˈætrɪbjuːt/ atribut
    primary key/ˈpraɪməri kiː/ kunci utama
    foreign key/ˈfɒrən kiː/ kunci asing
    composite key/ˈkɒmpəzɪt kiː/ kunci komposit
    candidate key/ˈkændɪdeɪt kiː/ kandidat kunci
    secondary key/ˈsekəndəri kiː/ kunci sekunder
    indexing/ˈɪndeksɪŋ/ indeksasi
    referential integrity/ˌrefəˈrenʃl ɪnˈteɡrɪti/ integritas referensial
    8.1

    Entity-relationship (E-R) diagrams

    An entity-relationship diagram 实体关系图 shows the structure: each entity is a rectangle, each relationship a line, with the cardinality 基数 marked at each end:

    • one-to-one (1:1).
    • one-to-many 一对多 (1:M) — each Customer has many Orders; each Order has one Customer.
    • many-to-many (M:N) — Students take many Courses, and Courses have many Students.
    An E-R diagram with a STUDENT entity and a CLASS entity joined by a relationship line, crow's-foot many at the student end and one bar at the class end
    An E-R diagram: one class has many students
    Crow's-foot line-end symbols for one, many, one and only one, zero or one, one or many, and zero or many
    Crow's-foot symbols for the cardinality of a relationship

    A many-to-many relationship cannot be stored directly. Break it into two one-to-many relationships through a link table 连接表 holding the two foreign keys:

    ENROLMENT(StudentID, CourseID, EnrolmentDate)
    
    A many-to-many relationship between STUDENT and COURSE stored as two one-to-many relationships through an ENROLMENT link table holding StudentID and CourseID
    A link table resolves a many-to-many relationship into two one-to-many relationships

    Drawing the E-R diagram for a given set of tables. Each table becomes an entity. A relationship exists wherever one table holds a foreign key to another; it runs from the table holding the foreign key (the many end) to the table whose primary key it is (the one end). A table with two foreign keys and no other identity is usually a link table resolving a many-to-many relationship. Label each line with the relationship type.

    An E-R diagram for a repair-shop database with four entities: CUSTOMER one-to-many DEVICE, DEVICE one-to-many REPAIR and TECHNICIAN one-to-many REPAIR, with crow's-foot notation and the primary and foreign keys shown
    Drawing the diagram from the tables: every foreign key is a one-to-many relationship, with the "many" at the table that holds it

    Worked example. A repair shop has the tables CUSTOMER(CustomerID, Name, Phone), DEVICE(DeviceID, CustomerID, Type, Model), TECHNICIAN(TechnicianID, Name) and REPAIR(RepairID, DeviceID, TechnicianID, RepairDate, Cost). Identify the relationships and their types.

    DEVICE holds CustomerID, so CUSTOMER–DEVICE is one-to-many (one customer, many devices). REPAIR holds DeviceID, so DEVICE–REPAIR is one-to-many; it also holds TechnicianID, so TECHNICIAN–REPAIR is one-to-many. There is no direct CUSTOMER–REPAIR line: the link runs through DEVICE. Three lines, three crow's feet, all at the REPAIR or DEVICE ends.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    entity-relationship diagram/ˈentɪti rɪˈleɪʃənʃɪp ˈdaɪəɡræm/ diagram entitas-relasi
    cardinality/ˌkɑːdɪˈnælɪti/ kardinalitas
    one-to-many/wʌn tə ˈmeni/ satu-ke-banyak
    link table/lɪŋk ˈteɪbl/ tabel penghubung
    8.1

    Normalisation

    Normalisation 规范化 organises tables to cut redundancy and inconsistency, going through normal forms 范式 in order.

    • First normal form (1NF) — every field holds a single (atomic 原子) value, with no repeating groups, and a primary key.
    • Second normal form (2NF) — in 1NF, and every non-key field depends on the whole primary key (only matters for a composite key).
    • Third normal form (3NF) — in 2NF, and every non-key field depends only on the primary key, not on another non-key field (no transitive dependency 传递依赖).

    A 3NF design stores each fact once, so insert/update/delete anomalies disappear. The trade-off is more tables and more joins. Aim for 3NF.

    To produce a 3NF design: find the entities and their attributes; choose a primary key for each; split repeating/non-atomic fields (1NF); split fields depending on part of a composite key (2NF); split fields depending transitively on the key (3NF); add foreign keys for the relationships.

    Normalisation: one table where the customer name and phone repeat on every order is split into a separate ORDER table and CUSTOMER table, so each fact is stored once
    Normalisation removes redundancy by splitting repeated data into its own table

    Worked example. The table ORDER(OrderID, CustomerID, CustomerName, ProductID, Quantity) has the composite primary key (OrderID, ProductID). Normalise it to 3NF. Test each non-key field against the key. Quantity depends on both OrderID and ProductID, which is fine. But CustomerID depends on OrderID alone - only part of the composite key. That is a partial dependency, so the table is not in 2NF. Split it into ORDER_LINE(OrderID, ProductID, Quantity) and ORDER(OrderID, CustomerID, CustomerName). Now test 3NF: in that new ORDER table, CustomerName depends on CustomerID, which is not the key - a transitive dependency. Split again: ORDER(OrderID, CustomerID) and CUSTOMER(CustomerID, CustomerName). Name the dependency that breaks each form (partial breaks 2NF, transitive breaks 3NF); "it has repeated data" describes the symptom and earns nothing.

    The three questions to ask of any table. Is every cell a single value, with no repeating group? If not, it is not in 1NF. If the key is composite, does every non-key field depend on the whole key? If some field depends on part of it, there is a partial dependency 部分依赖 and the table is not in 2NF. Does every non-key field depend on the key alone? If a field depends on another non-key field, there is a transitive dependency and the table is not in 3NF. An "explain why the table is not in 3NF" answer names the dependency and the fields involved.

    Normalising a car-rental table in three steps: the repeating group of cars is removed for 1NF, the car details that depend on CarReg alone are moved to a CAR table for 2NF, and the customer details that depend on CustomerID are moved to a CUSTOMER table for 3NF
    1NF removes the repeating group, 2NF the partial dependency, 3NF the transitive dependency

    Worked example. A car-rental shop records each rental as RENTAL(RentalID, RentalDate, CustomerID, CustomerName, CustomerPhone, CarReg, CarModel, DailyRate, Days), where one rental can include several cars. Explain why the table is not normalised and produce a 3NF design.

    Not in 1NF: the car fields CarReg, CarModel, DailyRate, Days form a repeating group — one rental has several cars. Move them to RENTAL_CAR(RentalID, CarReg, CarModel, DailyRate, Days) with the composite key (RentalID, CarReg). Not in 2NF: in RENTAL_CAR, CarModel and DailyRate depend on CarReg alone — a partial dependency. Move them to CAR(CarReg, CarModel, DailyRate), leaving RENTAL_CAR(RentalID, CarReg, Days). Not in 3NF: in RENTAL, CustomerName and CustomerPhone depend on CustomerID, a non-key field — a transitive dependency. Move them to CUSTOMER(CustomerID, CustomerName, CustomerPhone), leaving RENTAL(RentalID, RentalDate, CustomerID). The 3NF design is four tables — CUSTOMER, RENTAL, RENTAL_CAR, CAR — with CustomerID, RentalID and CarReg as foreign keys; underline every primary key.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    normalisation/ˌnɔːməlaɪˈzeɪʃn/ normalisasi
    normal forms/ˈnɔːml fɔːmz/ bentuk normal
    atomic/əˈtɒmɪk/ atom
    transitive dependency/ˈtrænsɪtɪv dɪˈpendənsi/ ketergantungan transitif
    partial dependency/ˈpɑːʃl dɪˈpendənsi/ ketergantungan parsial
    8.2

    Database Management System (DBMS)

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the features provided by a Database Management System (DBMS) that address the issues of a file based approach Including: • data management, including maintaining a data dictionary • data modelling • logical schema • data integrity • data security, including backup procedures and the use of access rights to individuals / groups of users
    Show understanding of how software tools found within a DBMS are used in practice Including the use and purpose of: • developer interface • query processor
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang fitur yang disediakan oleh Sistem Manajemen Database (DBMS) yang mengatasi masalah pendekatan berbasis file Termasuk: • manajemen data, termasuk pemeliharaan ** kamus data** • pemodelan data • skema logis • integritas data • keamanan data, termasuk prosedur backup dan penggunaan hak akses untuk individu / kelompok pengguna
    Tunjukkan pemahaman tentang bagaimana alat perangkat lunak yang ditemukan di dalam DBMS digunakan dalam praktik Termasuk penggunaan dan tujuan: • antarmuka pengembang • pemroses kueri

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    A DBMS 数据库管理系统 manages the database centrally. Features that fix the file-based limits:

    • data dictionary 数据字典 — a description of every table, field, type and key; programs query it instead of hard-coding the structure.
    • redundancy/consistency control — each fact stored once.
    • concurrent access 并发访问 control — locks and transactions let many users work at once.
    • backup 备份 and recovery; security and per-user permissions.
    • integrity rules — keys, unique and range constraints, enforced centrally.
    • transactions 事务 — a group of operations that all succeed or all fail.
    • views 视图 — virtual tables that show each user "their" slice of the data.
    • data management 数据管理 and data modelling 数据建模 — control how data is stored and define its structure as a logical schema 逻辑模式 (the logical design, independent of physical storage).
    • data integrity 数据完整性 and data security 数据安全 — enforce correctness and control access centrally.
    • a query processor 查询处理器 runs queries; a developer interface 开发者接口 gives tools and APIs for building applications.

    Its tools include a data-dictionary editor, a query builder, a forms builder, a report generator, user management, and an SQL editor.

    What the data dictionary holds (a "give three items" question): the names of the tables; the names of the fields in each table; each field's data type and length; the primary and foreign keys and the relationships between tables; validation rules; indexes; and who may access each table. It is metadata — data about the data — and the DBMS uses it to check every query and every change.

    How the DBMS keeps the data secure (a "describe two methods" question): authentication 身份验证 — a username and password, or a biometric, before any access; access rights — each user or group is allowed to read, write or delete only certain tables or fields, often through a view; encryption of the stored data and of data sent to it, so a copied file is unreadable; backups taken regularly, so the data can be restored after loss; and a transaction log that records who changed what.

    The two software tools. The developer interface is what a programmer uses to build the database and the applications on it: create tables and set keys and validation, write queries and SQL, and design forms and reports, without knowing how the data is physically stored. The query processor takes a query (SQL from a program, or a query built in the interface), checks it against the data dictionary, works out the most efficient way to run it, retrieves the data and returns the results.

    Logical schema. The DBMS keeps the logical design (which tables and fields exist and how they relate) separate from the physical storage (files, indexes, disk blocks). Programs work with the logical schema, so the physical storage can be reorganised without changing a single program — this is the data independence the file-based approach lacked.

    A hard disk drive with its cover removed, showing the stacked mirror-like platters and the read/write head arm resting over them
    The physical storage the logical schema hides: a hard disk's spinning platters and read/write head
    Explore · ⁨Jelajahi⁩

    Database service lab · ⁨Lab layanan basis data⁩

    Watch how a DBMS turns a query into safe shared data access. · ⁨Lihat bagaimana DBMS mengubah query menjadi akses data bersama yang aman.⁩

    Explore · ⁨Jelajahi⁩

    Database service lab · ⁨Lab layanan basis data⁩

    Watch how a DBMS turns a query into safe shared data access. · ⁨Lihat bagaimana DBMS mengubah query menjadi akses data bersama yang aman.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    DBMS/ˌdiː biː em ˈes/ DBMS
    data dictionary/ˈdeɪtə ˈdɪkʃənəri/ kamus data
    concurrent access/kənˈkʌrənt ˈækses/ akses konkomitan
    transactions/trænˈsækʃnz/ transaksi
    backup/ˈbækʌp/ backup
    views/vjuːz/ tampilan
    data management/ˈdeɪtə ˈmænɪdʒmənt/ manajemen data
    data modelling/ˈdeɪtə ˈmɒdəlɪŋ/ pemodelan data
    logical schema/ˈlɒdʒɪkl ˈskiːmə/ skema logis
    data integrity/ˈdeɪtə ɪnˈteɡrɪti/ integritas data
    data security/ˈdeɪtə sɪˈkjʊərɪti/ keamanan data
    query processor/ˈkwɪərɪ ˈprəʊsesə/ pemroses kueri
    developer interface/dɪˈveləpə ˈɪntəfeɪs/ antarmuka pengembang
    authentication/ɔːˌθentɪˈkeɪʃn/ otentikasi
    8.3

    DDL and DML

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding that the DBMS carries out all creation/modification of the database structure using its Data Definition Language (DDL)
    Show understanding that the DBMS carries out all queries and maintenance of data using its DML
    Show understanding that the industry standard for both DDL and DML is Structured Query Language (SQL) Understand a given SQL statement
    Understand given SQL (DDL) statements and be able to write simple SQL (DDL) statements using a sub-set of statements Create a database (CREATE DATABASE) Create a table definition (CREATE TABLE), including the creation of attributes with appropriate data types: • CHARACTER • VARCHAR(n) • BOOLEAN • INTEGER • REAL • DATE • TIME change a table definition (ALTER TABLE) add a primary key to a table (PRIMARY KEY (field)) add a foreign key to a table (FOREIGN KEY (field) REFERENCES Table (Field))
    Write an SQL script to query or modify data (DML) which are stored in (at most two) database tables Queries including SELECT... FROM, WHERE, ORDER BY, GROUP BY, INNER JOIN, SUM, COUNT, AVG
    Data maintenance including INSERT INTO, DELETE FROM, UPDATE
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman bahwa DBMS melakukan semua pembuatan/modifikasi struktur database menggunakan Bahasa Definisi Data-nya (DDL)
    Tunjukkan pemahaman bahwa DBMS melakukan semua kueri dan pemeliharaan data menggunakan DML-nya
    Tunjukkan pemahaman bahwa standar industri untuk DDL dan DML adalah Structured Query Language (SQL) Pahami pernyataan SQL yang diberikan
    Pahami pernyataan SQL (DDL) yang diberikan dan mampu menulis pernyataan SQL (DDL) sederhana menggunakan subset pernyataan Buat database (CREATE DATABASE) Buat definisi tabel (CREATE TABLE), termasuk pembuatan atribut dengan tipe data yang sesuai: • CHARACTER • VARCHAR(n) • BOOLEAN • INTEGER • REAL • DATE • TIME ubah definisi tabel (ALTER TABLE) tambahkan kunci utama ke tabel (PRIMARY KEY (field)) tambahkan kunci asing ke tabel (FOREIGN KEY (field) REFERENCES Table (Field))
    Tulis skrip SQL untuk mengkuery atau memodifikasi data (DML) yang disimpan dalam (paling banyak dua) tabel database Kueri termasuk SELECT... FROM, WHERE, ORDER BY, GROUP BY, INNER JOIN, SUM, COUNT, AVG
    Pemeliharaan data termasuk INSERT INTO, DELETE FROM, UPDATE

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    SQL 结构化查询语言 (Structured Query Language) has two halves:

    SQL splits into DDL (builds the structure) and DML (works with the data)
    DDL builds the database structure; DML works with the data
    • Data Definition Language 数据定义语言 (DDL) — creates or changes the structure (tables, keys, constraints).
    • Data Manipulation Language 数据操纵语言 (DML) — works with the data (insert, update, delete, query 查询).

    DDL basics

    CREATE TABLE CUSTOMER (
      CustomerID INTEGER PRIMARY KEY,
      Name VARCHAR(50) NOT NULL,
      Phone VARCHAR(20)
    );
    

    Add a foreign key:

    CREATE TABLE ORDER (
      OrderID INTEGER PRIMARY KEY,
      CustomerID INTEGER,
      OrderDate DATE,
      FOREIGN KEY (CustomerID) REFERENCES CUSTOMER(CustomerID)
    );
    

    Modify and drop:

    ALTER TABLE CUSTOMER ADD Email VARCHAR(100);
    DROP TABLE CUSTOMER;
    

    Common types: INTEGER, REAL, VARCHAR(n), CHAR(n) (also CHARACTER(n)), DATE, TIME, BOOLEAN, DECIMAL(p, s).

    DML basics

    Query with SELECT:

    A SELECT query returns just the rows that match its condition
    A SELECT query returns only the rows that match its condition
    SELECT Name, Phone
    FROM CUSTOMER
    WHERE City = 'London'
    ORDER BY Name ASC;
    

    SELECT lists fields, FROM names the table, WHERE filters rows, ORDER BY sorts.

    A join 连接 combines two tables using a foreign-key relationship:

    SELECT C.Name, O.OrderDate
    FROM CUSTOMER C INNER JOIN ORDER O
      ON C.CustomerID = O.CustomerID
    WHERE O.OrderDate >= '2024-01-01';
    
    An SQL query annotated line by line: SELECT names the fields and a COUNT column, FROM names the first table with an alias, INNER JOIN ON links the second table through the foreign key, WHERE keeps matching rows, GROUP BY makes one row per customer, ORDER BY sorts the result
    The parts of a query, in the order they must be written

    Aggregate functions 聚合函数 (COUNT, SUM, AVG, MIN, MAX) are often used with GROUP BY:

    SELECT CustomerID, COUNT(*) AS NumOrders
    FROM ORDER
    GROUP BY CustomerID;
    

    Insert, update, delete:

    INSERT INTO CUSTOMER (CustomerID, Name, Phone)
    VALUES (101, 'Ada Lovelace', '020-1234-5678');
    
    UPDATE CUSTOMER SET Phone = '020-9999-0000' WHERE CustomerID = 101;
    
    DELETE FROM CUSTOMER WHERE CustomerID = 101;
    

    Always put a WHERE clause on UPDATE and DELETE, or the change hits every row.

    Tips for exam SQL

    • use the exact table and field names from the question.
    • quote strings with single quotes ('Smith'); don't quote numbers.
    • comparisons: =, <, >, <=, >=, <>.
    • LIKE 'A%' matches anything starting with A (% = any string, _ = one character); IN (1,2,3); BETWEEN 10 AND 20.
    • combine conditions with AND / OR / NOT, and end each statement with a semicolon.

    The DDL pattern the exam wants. Every CREATE TABLE names each field with its type, marks the primary key, and declares each foreign key with the table it references; a composite key is declared on its own line:

    CREATE TABLE RENTAL_CAR (
      RentalID INTEGER,
      CarReg VARCHAR(8),
      Days INTEGER,
      PRIMARY KEY (RentalID, CarReg),
      FOREIGN KEY (RentalID) REFERENCES RENTAL(RentalID),
      FOREIGN KEY (CarReg) REFERENCES CAR(CarReg)
    );
    

    Worked example. Using CUSTOMER(CustomerID, Name, Phone) and DEVICE(DeviceID, CustomerID, Type, Model), write SQL scripts to: (a) list the name and phone number of every customer who owns a device of type 'tablet', in alphabetical order of name; (b) count the devices of each type; (c) record that customer 17 now has the phone number '0771 234 5678'; (d) add a new device, ID 305, a 'laptop' of model 'X1' belonging to customer 17.

    (a)

    SELECT CUSTOMER.Name, CUSTOMER.Phone
    FROM CUSTOMER INNER JOIN DEVICE
      ON CUSTOMER.CustomerID = DEVICE.CustomerID
    WHERE DEVICE.Type = 'tablet'
    ORDER BY CUSTOMER.Name ASC;
    

    (b)

    SELECT Type, COUNT(DeviceID) AS NumberOfDevices
    FROM DEVICE
    GROUP BY Type;
    

    (c) UPDATE CUSTOMER SET Phone = '0771 234 5678' WHERE CustomerID = 17; (d) INSERT INTO DEVICE (DeviceID, CustomerID, Type, Model) VALUES (305, 17, 'laptop', 'X1');

    Marks are given per clause — the fields, the tables, the join condition, the WHERE, the ORDER BY — so a script with one wrong clause still scores the rest. Write Table.Field whenever two tables are involved.

    Worked example. Explain what this script does: SELECT T.Name, SUM(R.Cost) AS Total FROM TECHNICIAN T INNER JOIN REPAIR R ON T.TechnicianID = R.TechnicianID GROUP BY T.Name;

    It outputs each technician's name with the total cost of the repairs that technician has carried out, one row per technician: the two tables are joined on TechnicianID, the rows are grouped by name, and the costs in each group are added. When asked what a script does, describe the result, not the syntax.

    Explore · ⁨Jelajahi⁩

    Stitch two tables with INNER JOIN · ⁨Menggabungkan dua tabel dengan INNER JOIN⁩

    A join matches rows where the foreign key equals the primary key — here Orders.CustomerID = Customer.CustomerID — and combines each matching pair into one wider row. · ⁨Penggabungan (join) mencocokkan baris di mana kunci asing sama dengan kunci utama — di sini Orders.CustomerID = Customer.CustomerID — dan menggabungkan setiap pasangan yang cocok menjadi satu baris yang lebih lebar.⁩

    Explore · ⁨Jelajahi⁩

    SELECT … WHERE

    Step through a query: WHERE keeps the rows that match, then SELECT picks the columns you asked for. · ⁨Langkah demi langkah query: WHERE mempertahankan baris yang cocok, lalu SELECT memilih kolom yang Anda minta.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    query/ˈkwɪərɪ/ query
    SQL/ˌes kjuː ˈel/ SQL
    join/dʒɔɪn/ join
    Data Definition Language/ˈdeɪtə ˌdefɪˈnɪʃn ˈlæŋɡwɪdʒ/ Bahasa Definisi Data
    Data Manipulation Language/ˈdeɪtə məˌnɪpjʊˈleɪʃn ˈlæŋɡwɪdʒ/ Bahasa Manipulasi Data
    aggregate functions/ˈæɡrɪɡeɪt ˈfʌŋkʃnz/ fungsi agregat
    Watch lesson · ⁨Tonton pelajaran⁩
    8.3

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    entity something about which data is stored — a person, object or event — which becomes a table in a relational database
    attribute one item of data about an entity (a column of the table)
    tuple one row of a table: one instance of the entity
    primary key an attribute, or combination of attributes, that uniquely identifies each record in a table
    foreign key an attribute in one table whose value matches a primary key in another table, used to link the two
    candidate key any attribute (or combination) that could be chosen as the primary key
    secondary key a non-primary attribute that is indexed so the table can be searched or sorted on it quickly
    composite key a primary key made of two or more attributes together
    referential integrity every foreign-key value must match an existing primary-key value in the table it refers to
    first normal form a table in which every attribute is atomic, there are no repeating groups, and there is a primary key
    second normal form in 1NF, and every non-key attribute depends on the whole of the primary key (no partial dependency)
    third normal form in 2NF, and no non-key attribute depends on another non-key attribute (no transitive dependency)
    data dictionary the metadata a DBMS keeps about the structure of the database: tables, fields, types, keys, relationships, validation
    DDL / DML the language used to define or change the structure of a database / the language used to query and maintain the data in it
    8.3

    Exam tips

    • Define the terms exactly: entity, attribute, primary key, foreign key, and the relationship types (1:1, 1:many, many:many).
    • Give a reason at each normal form: 1NF (no repeating groups), 2NF (no partial dependency), 3NF (no non-key dependency) — and name the fields involved.
    • Explain what a DBMS provides (data independence, security, integrity, concurrent access, a data dictionary, a developer interface, a query processor).
    • Distinguish DDL (define the structure) from DML (query and change the data), and write SQL clause by clause: SELECT, FROM, INNER JOIN … ON, WHERE, GROUP BY, ORDER BY.
    • To draw an E-R diagram from tables, find each foreign key first: every foreign key is one one-to-many relationship, with the "many" at the table that holds it.

    Common mistakes

    • Drawing a many-to-many relationship directly. It must be split into two one-to-many relationships through a link table holding both foreign keys.
    • Explaining "not in 3NF" by "the data is repeated". Name the dependency (partial or transitive) and the fields involved.
    • Double quotes round strings in SQL, or quotes round numbers. Strings take 'single quotes'; numbers take none.
    • Leaving out the ON condition after INNER JOIN. Without it the two tables are not linked.
    • Putting an ordinary field next to COUNT or SUM in a SELECT without a GROUP BY.
    • UPDATE or DELETE without a WHERE. It changes or removes every row in the table.
  • 9

    Algorithm Design and Problem-solving · ⁨Desain Algoritma dan Pemecahan Masalah⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    9.1

    Computational thinking

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show an understanding of abstraction Need for and benefits of using abstraction Describe the purpose of abstraction Produce an abstract model of a system by only including essential details
    Describe and use decomposition Break down problems into sub-problems leading to the concept of a program module (procedure / function)
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang abstraksi Kebutuhan dan manfaat menggunakan abstraksi Jelaskan tujuan abstraksi Hasilkan model abstrak dari sistem hanya dengan memasukkan detail esensial
    Jelaskan dan gunakan dekomposisi Pecahkan masalah menjadi sub-masalah yang mengarah pada konsep modul program (prosedur / fungsi)

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Computational thinking 计算思维 is the set of mental tools for analysing a problem and designing a solution a computer can run. Two key ones are abstraction and decomposition.

    A part-finished jigsaw puzzle
    Computational thinking breaks a big problem into smaller, easier parts — like solving a jigsaw

    Abstraction

    Abstraction 抽象 means keeping the essential features of a problem and ignoring the irrelevant detail, giving a simpler model.

    Examples:

    • a train-network map keeps the stations and lines but drops the geography.
    • a class in object-oriented programming keeps only the attributes and methods the system needs.
    • a function hides a piece of work behind a name.

    A full model of any real problem would be too big to reason about, so abstraction is essential.

    The examiner asks for the purpose of abstraction and for its benefits. Purpose: to produce a simpler model of a problem that contains only the details needed to solve it. Benefits: the problem is easier to understand and to program; the program is smaller and faster to write and test; the same model can be reused for similar problems. When you are asked to produce an abstract model of a system, list only the data and actions the task needs. For a school timetable that means the classes, rooms, teachers and periods; it does not mean the colour of the rooms or the age of the teachers.

    Abstraction turns a cluttered real geography (a wiggly route with scattered buildings) into a clean metro map — evenly spaced station circles on a straight line, keeping the stations and lines and dropping the geography
    Abstraction keeps the essentials (stations and lines) and drops irrelevant detail (the geography)

    Decomposition

    Decomposition 分解 means breaking a large problem into smaller sub-problems, each easier to solve and tackled one at a time.

    1. find the main parts of the task.
    2. break each into smaller sub-tasks.
    3. continue until each is small enough to design directly.
    4. solve the small tasks and combine them.

    For stock control: "manage stock" → "record sales", "record deliveries", "produce reports" → ("record sales") "look up product", "decrease stock count", "save the transaction". Decomposition makes big problems manageable, lets a team divide the work, and gives modular code — each module becomes a procedure 过程 or function.

    "Explain why decomposition is used" is a three-mark question with a fixed shape. Give three separate benefits: each sub-problem 子问题 is small enough to design, code and test on its own; different programmers can work on different modules 模块 at the same time; a module that already exists (or a library routine) can be reused, and a fault is easier to find because it lies inside one module. A structure chart (topic 12) is the diagram of a decomposition: the program at the top, its modules beneath, and the data passed between them.

    A tree with "Manage stock" at the top branching into the modules "Record sales", "Record deliveries" and "Produce reports", and "Record sales" splitting into the sub-tasks "Look up product", "Decrease stock count" and "Save the transaction"
    Decomposing a program into modules and sub-modules
    Explore · ⁨Jelajahi⁩

    Solving a problem the computational way · ⁨Menyelesaikan masalah dengan cara komputasional⁩

    Step through the four cornerstones in the order you'd use them — break the problem down, spot what repeats, strip it to essentials, then write the steps. · ⁨Ikuti keempat pilar berdasar urutan penggunaannya — pecahkan masalahnya, temukan apa yang berulang, sederhanakan ke esensinya, lalu tulis langkah-langkahnya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    computational thinking/ˌkɒmpjuːˈteɪʃənl ˈθɪŋkɪŋ/ berpikir komputasional
    abstraction/əbˈstrækʃn/ abstraksi
    decomposition/ˌdiːkɒmpəˈzɪʃn/ dekomposisi
    sub-problem/sʌb ˈprɒbləm/ sub-masalah
    procedure/prəˈsiːdʒə/ prosedur
    modules/ˈmɒdjuːlz/ modul
    9.2

    Algorithms

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding that an algorithm is a solution to a problem expressed as a sequence of defined steps
    Use suitable identifier names for the representation of data used by a problem and represent these using an identifier table
    Write pseudocode that contains input, process and output
    Write pseudocode using the three basic constructs of sequence, selection and iteration (repetition)
    Document a simple algorithm using a structured English description, a flowchart or pseudocode
    Write pseudocode from: • a structured English description • a flowchart
    Draw a flowchart from: • a structured English description • pseudocode
    Describe and use the process of stepwise refinement to express an algorithm to a level of detail from which the task may be programmed
    Use logic statements to define parts of an algorithm solution
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman bahwa algoritma adalah solusi untuk masalah yang dinyatakan sebagai urutan langkah-langkah yang terdefinisi
    Gunakan nama identifikator yang sesuai untuk representasi data yang digunakan oleh suatu masalah dan wakili ini menggunakan tabel identifikator
    Tulis pseudocode yang berisi input, proses dan output
    Tulis pseudocode menggunakan tiga konstruk dasar urutan, seleksi dan iterasi (pengulangan)
    Dokumentasikan algoritma sederhana menggunakan deskripsi bahasa Inggris terstruktur, flowchart atau pseudocode
    Tulis pseudocode dari: • deskripsi bahasa Inggris terstruktur • flowchart
    Gambar flowchart dari: • deskripsi bahasa Inggris terstruktur • pseudocode
    Jelaskan dan gunakan proses penyempurnaan bertahap untuk mengekspresikan algoritma hingga tingkat detail dari mana tugas dapat diprogram
    Gunakan pernyataan logika untuk mendefinisikan bagian-bagian solusi algoritma

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Bubble sort, pass by pass

    An algorithm 算法 is a solution expressed as a sequence of defined steps. Each step is unambiguous 无歧义 (one meaning), deterministic 确定性 (same input → same output), finite (the steps end), and effective (each can be done). An algorithm says what to do, independent of the programming language used to implement it.

    Explore · ⁨Jelajahi⁩

    Selection: follow the IF / ELSE branches · ⁨Seleksi: ikuti cabang IF / ELSE⁩

    Drag the score and watch which branch runs. Selection tests each condition in turn and takes the FIRST one that is true — that is how IF … ELSE IF … ELSE works. · ⁨Seret skor dan lihat cabang mana yang berjalan. Seleksi menguji setiap kondisi secara bergantian dan mengambil YANG PERTAMA yang benar — itulah cara kerja IF … ELSE IF … ELSE.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    algorithm/ˈælɡərɪθəm/ algoritma
    unambiguous/ʌnæmˈbɪɡjuːəs/ tak ambigu
    deterministic/dɪˌtɜːmɪˈnɪstɪk/ deterministik
    Watch lesson · ⁨Tonton pelajaran⁩
    9.2

    Identifier table

    When you start an algorithm, list every piece of data in an identifier table 标识符表 — its identifier 标识符 (the variable 变量 name), data type 数据类型, and description. The exam's table has exactly these three columns:

    Identifier Data type Description
    Category STRING the product category
    SaleDate DATE when the item was sold
    ItemCost REAL cost of the item
    InStock BOOLEAN TRUE if in stock
    Sales ARRAY[1:30] OF REAL the last 30 daily sales totals

    Use descriptive names (ItemCost, not x): an identifier starts with a letter, contains no spaces, and is written the same way every time it appears. Common types are INTEGER, REAL, STRING, CHAR, BOOLEAN, DATE, plus arrays. The table forces you to name every piece of data before writing code, and a "complete the identifier table" question gives one mark for each correct data type or description, so write the type exactly as the pseudocode guide does.

    An identifier table listing each variable with its name, data type and description, for example ItemCost as a REAL for the cost of the item
    An identifier table names every piece of data before you write code
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    identifier table/aɪˈdentɪfaɪə ˈteɪbl/ tabel pengenal
    identifier/aɪˈdentɪfaɪə/ pengenal
    variable/ˈveərɪəbl/ pembolehubah
    data type/ˈdeɪtə taɪp/ tipe data
    9.2

    Pseudocode — the three basic constructs

    Pseudocode 伪代码 is a structured, language-neutral way to describe algorithms.

    The three basic constructs as mini-flowcharts: sequence runs step A then B then C; selection tests a condition and does X or Y; iteration repeats a body while a condition holds, looping back
    The three building blocks of any algorithm: sequence, selection and iteration

    1. Sequence

    Steps run one after another (sequence 顺序):

    INPUT Name
    INPUT Age
    OUTPUT "Hello", Name
    

    2. Selection

    A choice of which steps run, based on a condition (selection 选择):

    IF Age >= 18 THEN
        OUTPUT "Adult"
    ELSE
        OUTPUT "Minor"
    ENDIF
    

    For more options, use CASE OF ... ENDCASE.

    3. Iteration

    Repeating a block (iteration 迭代, a loop 循环):

    FOR i ← 1 TO 10
        OUTPUT i
    NEXT i
    

    A WHILE loop tests the condition before each pass (may run zero times); a REPEAT...UNTIL loop tests after each pass (always runs at least once).

    WHILE Total < 100 DO
        INPUT Value
        Total ← Total + Value
    ENDWHILE
    
    REPEAT
        INPUT Mark
    UNTIL Mark >= 0 AND Mark <= 100
    
    Two flowcharts side by side. WHILE tests the condition first, so the body may never run: the diamond sits above the body and the No branch leaves the loop. REPEAT UNTIL runs the body first and tests after it, so the body always runs at least once: the body sits above the diamond and the No branch returns to it
    A WHILE loop tests before the body runs; a REPEAT ... UNTIL loop tests after it, so its body always runs at least once

    Choosing the loop is itself a mark: FOR when you know how many times (a count-controlled loop 计数循环); WHILE when the loop might not run at all (a pre-condition loop 前测循环); REPEAT ... UNTIL when it must run at least once, as in validating an input (a post-condition loop 后测循环). A "describe the iteration construct" answer names the construct, says where the condition is tested, and gives the consequence (zero times or at least once).

    Common operations

    • assignment 赋值: x ← 5 (an arrow; = is for comparison).
    • input/output: INPUT variable, OUTPUT expression.
    • comparisons =, <>, <, >, <=, >=; logic AND, OR, NOT.
    • arithmetic + - * /, plus DIV (integer division) and MOD (remainder).
    • strings: LENGTH, LEFT, RIGHT, MID, and & for concatenation 拼接 (joining).

    The pseudocode the exam expects

    Every pseudocode answer is marked against Cambridge's published pseudocode guide. Write these forms exactly:

    Construct Pseudocode
    Variable DECLARE Total : INTEGER
    Array DECLARE Marks : ARRAY[1:30] OF REAL
    Constant CONSTANT MaxTries = 3
    Assignment Total ← Total + Value
    Input / output INPUT Name
    OUTPUT "Hello ", Name
    Selection CASE OF Choice
    1 : OUTPUT "Add"
    OTHERWISE OUTPUT "Error"
    ENDCASE
    FOR loop FOR i ← 1 TO 10 STEP 2 ... NEXT i
    WHILE loop WHILE Total < 100 DO ... ENDWHILE
    REPEAT loop REPEAT ... UNTIL Mark >= 0
    Integer arithmetic 17 DIV 5 = 3
    17 MOD 5 = 2
    Strings LENGTH(S), LEFT(S, 3), RIGHT(S, 2)
    MID(S, 2, 4), UCASE(S), LCASE(S)
    Conversions INT(3.7) = 3, NUM_TO_STR(12)
    STR_TO_NUM("4.5"), ASC('A') = 65, CHR(66) = 'B'
    Random RAND(100)
    INT(RAND(100)) + 1

    RAND(100) gives a real number from 0 up to (but not including) 100. INT(RAND(100)) + 1 gives an integer from 1 to 100.

    Two habits earn marks on every question: declare every variable you use, with the type from your identifier table, and initialise 初始化 every counter 计数器 and total (Count ← 0, Total ← 0) before the loop that changes it.

    Input → Process → Output

    Every program follows this shape:

    INPUT Length
    INPUT Width
    Area ← Length * Width
    OUTPUT "Area = ", Area
    

    Listing the inputs and outputs first makes the algorithm cleaner.

    Worked example. Write pseudocode that inputs 100 integers and outputs how many of them, and the total of those, that lie between 10 and 20 inclusive.

    Identifier table: Count : INTEGER (loop counter), Value : INTEGER (the integer just input), InRange : INTEGER (how many were in range), Total : INTEGER (their sum).

    DECLARE Count, Value, InRange, Total : INTEGER
    InRange ← 0
    Total ← 0
    FOR Count ← 1 TO 100
        INPUT Value
        IF Value >= 10 AND Value <= 20 THEN
            InRange ← InRange + 1
            Total ← Total + Value
        ENDIF
    NEXT Count
    OUTPUT InRange, Total
    

    If the question then asks you to "identify two constructs and state how each is used", answer in the same shape: iteration, the FOR loop, repeats the input 100 times; selection, the IF statement, adds a value only when it is in range.

    Worked example. A program picks a secret integer from 1 to 100. The user guesses until they are right; after each wrong guess the program says "Too low" or "Too high", and at the end it outputs how many guesses were made.

    Identifier table: Secret : INTEGER (the number to guess), Guess : INTEGER (the user's input), Tries : INTEGER (how many guesses so far).

    DECLARE Secret, Guess, Tries : INTEGER
    Secret ← INT(RAND(100)) + 1
    Tries ← 0
    REPEAT
        INPUT Guess
        Tries ← Tries + 1
        IF Guess < Secret THEN
            OUTPUT "Too low"
        ELSE
            IF Guess > Secret THEN
                OUTPUT "Too high"
            ENDIF
        ENDIF
    UNTIL Guess = Secret
    OUTPUT "You took ", Tries, " guesses"
    

    A REPEAT ... UNTIL loop is the right choice because the user must guess at least once. The marks are for: the random number in the right range, a loop that ends on a correct guess, the counter that starts at zero and increases inside the loop, the two messages under the right conditions, and the final output.

    Flowchart of the guessing game: Start, then set Secret to a random integer from 1 to 100 and Tries to 0, then input a guess, add one to Tries, test whether the guess equals the secret (Yes leads to output Tries and Stop), otherwise test whether the guess is smaller (Yes outputs Too low, No outputs Too high), and both outputs loop back to the input
    The same guessing game as a flowchart: the two decision diamonds are the two IF statements, and the return arrow is the REPEAT ... UNTIL loop

    Worked example. Output two different random integers, each between $-10$ and $10$ inclusive.

    There are 21 possible values, so INT(RAND(21)) gives 0 to 20 and subtracting 10 shifts it to the range $-10$ to $10$. The second number must be generated again until it differs from the first:

    DECLARE First, Second : INTEGER
    First ← INT(RAND(21)) - 10
    REPEAT
        Second ← INT(RAND(21)) - 10
    UNTIL Second <> First
    OUTPUT First, Second
    
    Every program follows the shape input, then process, then output, shown with the area example: input the length and width, process by multiplying, output the area
    Every program follows the Input, Process, Output shape
    Explore · ⁨Jelajahi⁩

    IF … ELSE selection · ⁨IF … ELSE pemilihan⁩

    Change the value and watch which branch runs — how a program makes a decision. · ⁨Ubah nilai dan saksikan cabang mana yang berjalan — bagaimana program membuat keputusan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    sequence/ˈsiːkwəns/ urutan
    pseudocode/ˈsuːdəʊkəʊd/ pseudocode
    selection/sɪˈlekʃn/ pemilihan
    iteration/ˌɪtəˈreɪʃn/ iterasi
    loop/luːp/ gelung
    count-controlled loop/kaʊnt kənˈtrəʊld luːp/ loop terkontrol hitung
    pre-condition loop/priː kənˈdɪʃn luːp/ loop pra-kondisi
    post-condition loop/pəʊst kənˈdɪʃn luːp/ loop pasca-kondisi
    assignment/əˈsaɪnmənt/ penugasan
    concatenation/kənˌkætəˈneɪʃn/ konkatenasi
    initialise/ɪˈnɪʃəlaɪz/ inisialisasi
    counter/ˈkaʊntə/ counter
    9.2

    Three notations

    The same algorithm can be written three ways.

    • structured English 结构化英语 — natural language with indentation and fixed keywords; good for a high-level description.
    • flowchart 流程图 — a diagram with standard shapes:
    Shape Meaning
    Rounded rectangle Start / Stop
    Parallelogram Input / Output
    Rectangle Process
    Diamond Decision
    Arrow Flow of control
    • pseudocode — the keyword notation above; closest to code.

    You should be able to convert between any pair: each IF is a decision diamond, each loop is a back-arrow, and a sequence is stacked rectangles.

    IF ... THEN ... ELSE ... ENDIF

    A flowchart for averaging numbers: rounded Start and Stop terminators, input/output parallelograms, process rectangles, and a "count < n?" decision diamond whose Yes branch loops back to read the next value
    A flowchart for averaging a list of numbers, using the standard shapes
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    flowchart/ˈfləʊtʃɑːt/ flowchart
    structured English/ˈstrʌktʃəd ˈɪŋɡlɪʃ/ bahasa Inggris terstruktur
    9.2

    Stepwise refinement

    Stepwise refinement 逐步求精 starts with a high-level outline and expands each step until it is small enough to code. For an average of $n$ numbers:

    Level 1:

    Read in the numbers
    Compute the average
    Output the average
    

    Level 2:

    INPUT n
    total ← 0
    FOR i ← 1 TO n
        INPUT value
        total ← total + value
    NEXT i
    average ← total / n
    OUTPUT average
    

    Each refinement keeps the previous structure and adds detail.

    A six-mark "apply stepwise refinement" question gives you a high-level outline and wants each step expanded into the concrete statements a programmer could code. Keep the steps in the same order, name the data each step reads or produces, and stop when every line is a single input, assignment, output, loop or condition. For example, "validate the password" becomes: input the password; check its length is at least 8; check it contains at least one digit; output "accepted" if both checks pass, otherwise output "rejected".

    Stepwise refinement: a Level 1 outline (read in the numbers, compute the average, output the average) is expanded into Level 2 detailed pseudocode with the input loop and the division
    Stepwise refinement: expand each high-level step into detailed pseudocode
    Explore · ⁨Jelajahi⁩

    Stepwise refinement: outline to code · ⁨Penyempurnaan bertahap: outline hingga kode⁩

    Step down the levels. You start with the whole task in one line and keep expanding each step into smaller ones — until every step is simple enough to code directly. · ⁨Turunkan level-levelnya. Anda memulai dengan seluruh tugas dalam satu baris dan terus menguraikan setiap langkah menjadi yang lebih kecil — hingga setiap langkah cukup sederhana untuk diprogram langsung.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    stepwise refinement/ˈstepwaɪz rɪˈfaɪnmənt/ penyempurnaan bertahap
    9.2

    Logic statements

    A logic statement 逻辑语句 is a Boolean 布尔 condition that controls branching, built from comparisons (x > 10), connectives (AND, OR, NOT) and brackets. Use it as the condition of IF, WHILE or REPEAT...UNTIL:

    WHILE attempts < 3 AND NOT loggedIn DO
        INPUT password
        IF password = correctPassword THEN
            loggedIn ← TRUE
        ELSE
            attempts ← attempts + 1
        ENDIF
    ENDWHILE
    

    Precedence 优先级 (highest to lowest): NOT, then AND, then OR. Use brackets when unsure. Common mistakes:

    • a = 1 OR 2 is wrong — write a = 1 OR a = 2.
    • NOT a > 5 means NOT (a > 5), i.e. a <= 5.
    • NOT (A AND B) is the same as (NOT A) OR (NOT B) (De Morgan's law 德摩根定律) — handy for simplifying conditions.

    Turning a sentence into a logic statement is a skill the papers test directly. "A ticket is free for anyone under 5 or over 65" becomes Age < 5 OR Age > 65. "A mark is valid if it is a whole number from 0 to 100" becomes Mark >= 0 AND Mark <= 100. "The loop stops when the file is finished or ten records have been read" becomes UNTIL EOF(File) OR Count = 10. Write each comparison in full: Age > 65 and Age < 5, never Age > 65 OR < 5.

    A parse tree for "attempts < 3 AND NOT loggedIn": NOT applies to loggedIn first, then AND joins that with attempts < 3
    Precedence: NOT binds to loggedIn first, then AND combines the two sides

    Worked example. Write an identifier table and pseudocode to read 10 numbers and output the largest. The identifier table names each variable with its data type and purpose: Count : INTEGER (loop counter), Num : REAL (the number just read), Max : REAL (largest so far).

    Max ← -999999
    FOR Count ← 1 TO 10
        INPUT Num
        IF Num > Max THEN
            Max ← Num
        ENDIF
    NEXT Count
    OUTPUT Max
    

    The design decision carrying the marks is initialising Max: it must start lower than any possible input - or, safer still, be set to the first number read. Initialise it to 0 and the algorithm wrongly returns 0 for a list of negative numbers, a bug your trace only exposes if the test data include a negative.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    Boolean/ˈbuːlɪən/ Boolean
    logic statement/ˈlɒdʒɪk ˈsteɪtmənt/ pernyataan logika
    precedence/ˈpresɪdəns/ precedence
    De Morgan's law/də ˈmɔːɡənz lɔː/ hukum De Morgan
    9.2

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    abstraction keeping the essential details of a problem and leaving out the details that are not needed
    decomposition breaking a problem down into smaller sub-problems, each of which can be solved separately
    algorithm a solution to a problem expressed as a sequence of defined steps
    identifier table a table listing each identifier used in an algorithm with its data type and a description of its purpose
    pseudocode a structured, language-independent way of writing the steps of an algorithm
    flowchart a diagram that shows the steps and decisions of an algorithm using standard symbols joined by arrows
    sequence statements executed one after another in the order written
    selection choosing which statements to execute according to a condition
    iteration repeating a group of statements while, or until, a condition holds
    stepwise refinement breaking each step of an outline into smaller steps, repeatedly, until each step can be coded directly
    logic statement a condition built from comparisons and the operators AND, OR and NOT that evaluates to TRUE or FALSE
    9.2

    Exam tips

    • Define an algorithm as an unambiguous, finite, deterministic sequence of steps, independent of language.
    • Use the three constructs correctly — sequence, selection, iteration — and keep an identifier table with data types.
    • Break a problem down by decomposition and abstraction, then stepwise refinement.
    • Write pseudocode that would actually run: declare variables and follow the exam's pseudocode style.

    Common mistakes

    • Using = to assign a value. Assignment is ←; = is a comparison.
    • Forgetting ENDIF, ENDWHILE, ENDCASE or NEXT. Every construct closes, and the closing word is where the mark for the construct is checked.
    • Not initialising a total or counter before the loop, so the algorithm adds to a value that never existed.
    • Using a FOR loop when the number of repetitions is unknown. Reading until a sentinel value or a correct guess needs WHILE or REPEAT ... UNTIL.
    • Writing Age > 65 OR < 5. Each side of OR and AND must be a complete comparison.
    • Answering "explain why decomposition is used" with one benefit written three ways. Three marks need three different benefits.
  • 10

    Data Types and Structures · ⁨Tipe dan Struktur Data⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    10.1

    Choosing data types

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Select and use appropriate data types for a problem solution including integer, real, char, string, Boolean, date (pseudocode will use the following data types: INTEGER, REAL, CHAR, STRING, BOOLEAN, DATE, ARRAY, FILE)
    Show understanding of the purpose of a record structure to hold a set of data of different data types under one identifier Write pseudocode to define a record structure
    Write pseudocode to read data from a record structure and save data to a record structure
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Pilih dan gunakan tipe data yang sesuai untuk solusi masalah termasuk integer, real, char, string, Boolean, date (pseudocode akan menggunakan tipe data berikut: INTEGER, REAL, CHAR, STRING, BOOLEAN, DATE, ARRAY, FILE)
    Tunjukkan pemahaman tentang tujuan struktur record untuk menyimpan sekumpulan data dengan tipe data berbeda di bawah satu pengenal Tulis pseudocode untuk mendefinisikan struktur record
    Tulis pseudocode untuk membaca data dari struktur record dan menyimpan data ke struktur record

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Every variable needs a data type 数据类型 — the kind of value it holds and the operations allowed:

    • INTEGER — a whole number (42, -7). For counts, indexes, IDs.
    • REAL — a number with a fractional part (3.14). For money, measurements.
    • STRING — characters in quotes ("Hello"). For text.
    • CHAR — a single character ('A').
    • BOOLEAN — TRUE or FALSE. For flags.
    • DATE — a calendar date.

    Pick the smallest precise type that fits: INTEGER for whole counts, BOOLEAN for flags (not the strings "yes"/"no").

    The "give the appropriate data type" tables are decided by how the value is used: the average mark of a class is REAL (it has a fractional part); an email address is STRING; the number of students is INTEGER; whether a student has paid is BOOLEAN; a date of birth is DATE; an array index is always INTEGER; a single grade letter is CHAR; a phone number is a STRING, because it starts with 0 and is never used in arithmetic. A BOOLEAN is used for a flag with only two states: whether a search has found its target, whether a member has paid, whether a seat is booked. For the identifier table, the variable name must be meaningful too: NumberOfPeople, not n.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    data type/ˈdeɪtə taɪp/ tipe data
    10.1

    Records

    A record 记录 (a record structure 记录结构) holds several fields of different types under one name — useful when several values describe one thing.

    TYPE TStockItem
        DECLARE ItemID : INTEGER
        DECLARE Category : STRING
        DECLARE ItemCost : REAL
        DECLARE InStock : BOOLEAN
    ENDTYPE
    

    This defines the type TStockItem; declare variables of it:

    DECLARE Item1 : TStockItem
    DECLARE Items : ARRAY[1:100] OF TStockItem
    

    Use dot notation to reach each field 字段:

    Item1.Category ← "Fruit"
    OUTPUT Item1.Category, " costs ", Item1.ItemCost
    

    Use a record when values always belong together (a customer, a stock item); use separate variables for unrelated values.

    Worked example. A club stores, for each student, a student ID (a string), a name, a date of birth and up to three club numbers (integers). Write pseudocode to declare the record type, an array to hold $3000$ students, and a statement that stores a name in the first element.

    TYPE Student
        DECLARE StudentID : STRING
        DECLARE Name : STRING
        DECLARE DateOfBirth : DATE
        DECLARE Club : ARRAY[1:3] OF INTEGER
    ENDTYPE
    
    DECLARE Membership : ARRAY[1:3000] OF Student
    Membership[1].Name ← "Li Wei"
    

    The marks: TYPE with the identifier and ENDTYPE; each field declared with a suitable type; the array declared with its bounds and OF Student; the field reached with the index and a dot. A "state the error in the record declaration" question usually points at a missing ENDTYPE, a field with no type, or a field declared as a STRING that must hold arithmetic. Two conventions score marks on their own: an unused element is marked with a value that cannot be real data (an empty string, -1, an ID of 0), and it is good practice to use the same marker everywhere so that every module can recognise an unused slot; an unused club field is 0. The benefits of an array of records, for a "state three benefits": all the data for one entity is held under one identifier; the fields can have different data types; one array replaces several parallel arrays that would have to be kept in step; the whole set can be processed by one loop or passed as one parameter; and adding a field changes the type definition only. For one customer the suitable structure is a record (fields of different types under one name); for all customers it is an array of records.

    A TStockItem record drawn as a stack of four fields under one name — ItemID (INTEGER), Category (STRING), ItemCost (REAL), InStock (BOOLEAN) — reached with dot notation like Item1.Category
    A record holds several fields of different types under one name
    Explore · ⁨Jelajahi⁩

    A record groups fields under one name · ⁨Sebuah rekompokan bidang-bidang di bawah satu nama⁩

    A record bundles related fields together. Each field is a named label you reach with dot notation — Item1.Category — not by a numeric index. · ⁨Sebuah rekombinasi bidang-bidang yang terkait bersama. Setiap bidang adalah label bernama yang Anda akses dengan notasi titik — Item1.Kategori — bukan melalui indeks numerik.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    record/ˈrekɔːd/ rekaman
    record structure/ˈrekɔːd ˈstrʌktʃə/ struktur rekaman
    field/fiːld/ medan
    10.2

    Arrays

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Use the technical terms associated with arrays Including index, upper bound and lower bound
    Select a suitable data structure (1D or 2D array) to use for a given task
    Write pseudocode for 1D and 2D arrays
    Write pseudocode to process array data Sort using a bubble sort Search using a linear search
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Gunakan istilah teknis yang berkaitan dengan array Termasuk indeks, batas atas dan batas bawah
    Pilih struktur data yang sesuai (array 1D atau array 2D) untuk digunakan dalam tugas tertentu
    Tulis pseudocode untuk array 1D dan 2D
    Tulis pseudocode untuk memproses data array Urutkan menggunakan bubble sort Cari menggunakan linear search

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    An array 数组 is an ordered collection of items of the same type, under one name, reached by an index 索引.

    • element 元素 — one item in the array.
    • bounds 边界 — the lowest and highest valid indices.
    • dimension 维度 — 1-D (a list), 2-D (a table), etc.
    • lower bound 下界 and upper bound 上界 — the first and last valid index; the number of elements is upper bound minus lower bound plus one, and for a 2-D array the product of the two counts.

    So in ThisArray[n] ← 42 the array has one dimension, the index is the variable n (an INTEGER), and the element at that index receives 42. Before an array can be declared you need its data type as well as its bounds. To declare $120$ values that may include a decimal place: DECLARE Data : ARRAY[1:120] OF REAL; a $150$-row, two-column table of strings: DECLARE Data : ARRAY[1:150, 1:2] OF STRING, which has $300$ elements. The benefits of an array over separate variables, for a two-mark explain: one identifier instead of thirty; the elements can be processed by a loop with the index as the counter; the size is easy to change; and the whole set can be passed to a module as one parameter. An array can also replace a chain of selection statements: DaysInMonth[Month] looks up the answer directly instead of twelve IF clauses, which is shorter, faster to write and easier to maintain.

    1-D arrays

    DECLARE Names : ARRAY[1:5] OF STRING
    Names[3] ← "Cara"
    OUTPUT Names[3]
    

    Process every element with a FOR loop:

    FOR i ← 1 TO 5
        OUTPUT Names[i]
    NEXT i
    
    A row of indexed cells named myList, with indices 0 to 8 and the lower bound (first index) and upper bound (last index) marked
    A 1-D array (a list) with indices and bounds

    2-D arrays (2D array)

    DECLARE Grid : ARRAY[1:3, 1:4] OF INTEGER
    Grid[2, 3] ← 99
    

    The first index is the row, the second the column. Use nested loops to visit every cell. Use 1-D for a single sequence, 2-D for two natural dimensions (a grid, rows × columns).

    A 3 by 4 grid with row indices and column indices; the cell at row 2, column 3 is highlighted
    A 2-D array (a table) with row and column indices

    Common operations

    A linear search 线性查找 checks each element until found:

    FOR i ← 1 TO n
        IF A[i] = Target THEN
            OUTPUT "Found at ", i
        ENDIF
    NEXT i
    

    To find a sum, count, maximum or minimum, set a running variable then sweep through:

    Max ← A[1]
    FOR i ← 2 TO n
        IF A[i] > Max THEN
            Max ← A[i]
        ENDIF
    NEXT i
    

    A bubble sort 冒泡排序 puts an array in order: pass through it comparing each adjacent pair and swapping any that are out of order; repeat the passes until one pass makes no swaps.

    Paper 2 asks for these algorithms both as pseudocode and as steps in words, and sometimes in their "efficient" form:

    • Largest value: set Largest to the first element; for each remaining element, if it is bigger than Largest, store it in Largest; after the loop output Largest. For the position of the largest, keep a second variable that stores the index each time Largest changes.
    • Linear search returning a position: set FoundAt ← -1 before the loop (a value that can never be a valid index, so it means "not found"); loop through the array; when the element matches, store the index and leave the loop; after the loop test FoundAt.
    • Count or output the non-blank elements: compare each element with the marker for an unused element ("" or -1) and count or output only those that differ.
    • Remove an item: find its index by a linear search; move every later element one place towards the start, so the gap closes; mark the last element as unused (or decrease the count).
    • Insert into a sorted array: find the first index whose element is larger; move that element and every later one one place towards the end; store the new value in the gap.
    • Efficient bubble sort: a Swapped flag so that the passes stop as soon as a pass makes no swap, and an upper limit that falls by one each pass because the largest value has already reached the end.
    REPEAT
        Swapped ← FALSE
        FOR Index ← 1 TO Limit - 1
            IF Data[Index] > Data[Index + 1] THEN
                Temp ← Data[Index]
                Data[Index] ← Data[Index + 1]
                Data[Index + 1] ← Temp
                Swapped ← TRUE
            ENDIF
        NEXT Index
        Limit ← Limit - 1
    UNTIL Swapped = FALSE
    

    The marks are for the outer loop that repeats until no swaps, the flag set inside the IF, the three-line swap with a temporary variable, and the shrinking limit. A sort in "steps" (stepwise refinement) is: repeat until sorted; on each pass compare adjacent pairs; swap a pair that is out of order; after each pass the largest unsorted value is at the end. Two 1-D arrays of records or of parallel data are processed with one loop and one index; a 2-D array needs a nested loop, the outer over rows and the inner over columns, and a search in one row fixes the row index and loops over the column.

    One pass of a bubble sort over 5, 2, 8, 1: compare 5 and 2 and swap to give 2, 5, 8, 1; compare 5 and 8 (already in order); compare 8 and 1 and swap to give 2, 5, 1, 8, so the largest value 8 reaches the end
    One pass of a bubble sort: adjacent pairs are compared and swapped, bubbling the largest value to the end
    Explore · ⁨Jelajahi⁩

    A 2-D array · ⁨Array 2-D⁩

    Pick a row and column to read one element — how a grid of data is stored and indexed. · ⁨Pilih baris dan kolom untuk membaca satu elemen — bagaimana grid data disimpan dan diindeks.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    index/ˈɪndeks/ indeks
    array/əˈreɪ/ array
    element/ˈelɪmənt/ unsur
    bounds/baʊndz/ batas
    dimension/daɪˈmenʃn/ dimensi
    lower bound/ˈləʊə baʊnd/ batas bawah
    upper bound/ˈʌpə baʊnd/ batas atas
    linear search/ˈlɪnɪə sɜːtʃ/ pencarian linear
    bubble sort/ˈbʌbl sɔːt/ bubble sort
    10.3

    Files

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of why files are needed
    Write pseudocode to handle text files that consist of one or more lines
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman mengapa file diperlukan
    Tulis pseudocode untuk menangani file teks yang terdiri dari satu atau lebih baris

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    A file 文件 is data stored on secondary storage 辅助存储器, kept between program runs. Variables in RAM disappear when the program ends, so to save data permanently (high scores, records, settings) the program writes to a file. Files also let programs share data and restart from a saved state.

    Variables in RAM are lost when the program ends, but a file on disk is kept between runs, so the program saves to and loads from it
    Variables in RAM vanish when the program ends; a file on disk persists between runs

    A text file 文本文件 holds one or more lines of readable characters; programs read and write text files line by line. Open a file before use and close it after:

    OPENFILE "data.txt" FOR READ      // or FOR WRITE, FOR APPEND
    WHILE NOT EOF("data.txt") DO
        READFILE "data.txt", LineString
        OUTPUT LineString
    ENDWHILE
    CLOSEFILE "data.txt"
    

    EOF tests the end of file 文件结束 before reading. To write:

    OPENFILE "log.txt" FOR WRITE
    FOR i ← 1 TO 100
        WRITEFILE "log.txt", "Event " & i
    NEXT i
    CLOSEFILE "log.txt"
    

    Always close every file — otherwise buffered writes may be lost and other programs may be locked out.

    Why files (two marks): the data is kept after the program ends, so it is available the next time the program runs; it can be shared with other programs; and it can hold more than fits in memory. The characteristic of a text file that lets a program work through it is that it is a sequence of lines, read one after another from the start. The three modes: READ to read from the start; WRITE to create a new file, which deletes any existing contents, so it cannot be used to add to a file; APPEND to add lines at the end of an existing file. Test EOF before every read, and open the file only once, even when several modules use it.

    Worked example. Write pseudocode for a procedure LastLines(FileName : STRING) that outputs the last three lines of a text file, in order.

    PROCEDURE LastLines(BYVAL FileName : STRING)
        DECLARE LineX, LineY, LineZ : STRING
        LineX ← ""
        LineY ← ""
        LineZ ← ""
        OPENFILE FileName FOR READ
        WHILE NOT EOF(FileName) DO
            LineX ← LineY
            LineY ← LineZ
            READFILE FileName, LineZ
        ENDWHILE
        CLOSEFILE FileName
        OUTPUT LineX
        OUTPUT LineY
        OUTPUT LineZ
    ENDPROCEDURE
    

    Each new line pushes the previous three along, so when the file ends the three variables hold its last three lines; a file with fewer lines outputs empty strings. To output the first five lines, count the lines read and stop the loop at five or at EOF, whichever comes first; a file that is empty is detected by EOF being TRUE immediately after opening.

    Fields in a line. A text file holds strings, so a record is written as one line with its fields joined by a separator 分隔符 character, and each number or Boolean converted with NUM_TO_STR (and read back with STR_TO_NUM, or by comparing with "TRUE"). Choose a separator that can never appear in the data: a comma or | for names and numbers, never a space when a name may contain one. If a field may contain any character, the separator can be confused with data; the fix is to put each field on its own line, or to write the field's length before it. One item per line is simple to read back but uses more lines and makes a record harder to see as a unit. Reading a file whose lines are in a known order (ascending by an ID) allows the search to stop as soon as a larger ID is read, instead of reading to the end. A save file that is created each time the game is saved needs a meaningful filename, for instance the player's name and the date and time, so that any earlier save can be restored.

    One line of a text file, 1023,Ali,12.50,TRUE, split at the comma separator into the four fields of a stock-item record, with the conversion each field needs: STR_TO_NUM for the number fields, the string as it is, and a comparison with TRUE for the Boolean
    One line of a text file is one record: fields joined by a separator, converted to their types when read back
    Explore · ⁨Jelajahi⁩

    Handling a file: open → use → close · ⁨Menangani file: buka → gunakan → tutup⁩

    Step through the lifecycle every file follows. The two easy-to-forget parts are testing EOF while reading in a loop, and always closing at the end. · ⁨Ikuti siklus hidup setiap file. Dua bagian yang mudah dilupakan adalah menguji EOF saat membaca dalam loop, dan selalu menutup di akhir.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    file/faɪl/ file
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ penyimpanan sekunder
    text file/tekst faɪl/ file teks
    end of file/end ɒv faɪl/ akhir file
    separator/ˈsepəreɪtə/ pemisah
    10.4

    Abstract Data Types (ADTs)

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding that an ADT is a collection of data and a set of operations on those data
    Show understanding that a stack, queue and linked list are examples of ADTs Describe the key features of a stack, queue and linked list and justify their use for a given situation
    Use a stack, queue and linked list to store data Candidates will not be required to write pseudocode for these structures, but they should be able to add, edit and delete data from these structures
    Describe how a queue, stack and linked list can be implemented using arrays
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman bahwa ADT adalah kumpulan data dan serangkaian operasi pada data tersebut
    Tunjukkan pemahaman bahwa stack, queue, dan linked list adalah contoh ADT Jelaskan fitur utama stack, queue, dan linked list serta justifikasi penggunaannya untuk situasi tertentu
    Gunakan stack, queue, dan linked list untuk menyimpan data Kandidat tidak diminta menulis pseudocode untuk struktur ini, tetapi mereka harus mampu menambahkan, mengedit, dan menghapus data dari struktur ini
    Jelaskan bagaimana queue, stack, dan linked list dapat diimplementasikan menggunakan array

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Linked list: insert by rewiring pointers
    Stack vs queue: LIFO and FIFO

    An Abstract Data Type 抽象数据类型 (ADT) is a collection of data plus operations on it, defined by what it does, not how it is stored. The user works only through the operations; the implementation is hidden, so it can change without affecting code that uses the ADT. Know three: stack, queue, linked list.

    The one-mark definition: an ADT is a collection of data together with a set of operations on that data. A stack, a queue, a linked list, a binary tree and an array are all ADTs. To justify a choice: a queue when items must be handled in the order they arrived (print jobs, key presses, customers in a shop), because it is first in, first out; a stack when the most recent item must be handled first (undo, going back through web pages, reversing an order, the return addresses of nested calls), because it is last in, first out; a linked list when items are inserted and deleted in the middle of an ordered sequence often, because only pointers change and nothing has to be shifted. To compare a stack and a queue: both are linear structures of items with an order, both are implemented with an array and pointers, and both need a check for full before adding and for empty before removing; a stack has one pointer and adds and removes at the same end, a queue has two pointers and adds at one end and removes at the other.

    Stack

    A stack 栈 works in LIFO 后进先出 order (Last In, First Out). Operations: push 入栈 (add to the top), pop 出栈 (remove from the top), peek (look at the top), and tests for empty/full. Uses: undo history, function-call return addresses, expression parsing, backtracking.

    A stack stored in an array shown in three states; the Top pointer moves up after a push and down after a pop, while the base of the stack stays fixed
    Push and pop change the top pointer; the base pointer stays put

    Worked example. A stack of characters holds, from the bottom, 'P', 'N', 'Z', 'X', 'Y', 'W', with the top-of-stack pointer at 'W' (memory location 202 of 200–207). The operations POP, POP, PUSH 'A', PUSH 'B', POP are performed. What is on the stack, and where does the pointer point?

    The two pops remove 'W' then 'Y'; the pushes add 'A' then 'B' in their places; the last pop removes 'B'. The stack now holds 'P', 'N', 'Z', 'X', 'A' and the pointer is at 'A', location 203. The value that has been on the stack longest is the bottom item, 'P'; at most five further pops are possible before the stack is empty, and a pop on an empty stack is an error, which is why Pop() tests for empty first. A Push() function that returns TRUE on success first tests whether the pointer is at the top of the array (full) and returns FALSE if so. The array elements need no initialising before use, because the pointer alone says which elements are in use.

    A tall pile of books stacked flat on top of one another
    A pile of books is a stack you can see. You can only add or take a book from the top, so the last one you put on is the first one you take off — that is exactly LIFO

    Queue

    A queue 队列 works in FIFO 先进先出 order (First In, First Out). Operations: enqueue 入队 (add to the rear), dequeue 出队 (remove from the front), and tests for empty/full. Uses: print spooling, scheduling, breadth-first search, buffering.

    A linear queue stored in an array shown in three states; enqueue advances the Rear pointer and dequeue advances the Front pointer, leaving the start cell empty and wasted
    Enqueue adds at the rear; dequeue removes from the front

    To describe adding an item: check that the queue is not full; store the item at the position given by the end-of-queue pointer; increment the end pointer (and the count). To describe removing: check that the queue is not empty; read the item at the front pointer; increment the front pointer (and decrement the count). State the convention you use: if the end pointer marks the next free space, front and end pointers being equal means the queue is empty; if it marks the last item, equal pointers mean one item. In a linear queue the front pointer only ever moves forward, so cells behind it are wasted; that is what the circular queue below fixes. The two features of a queue to state: items are added at the rear and removed from the front, so the first item added is the first removed.

    A very long line of people waiting one behind another, stretching along a wall into the distance
    A line of people is a queue you can see. You join at the back and are served from the front, so whoever waited longest is served first — that is exactly FIFO

    Linked list

    A linked list 链表 stores data as a sequence of nodes 节点. Each node holds a value and a pointer 指针 to the next node; a head pointer marks the start, and the last node's pointer is a sentinel (e.g. NULL). Operations: insert, delete, search, and traverse 遍历 (visit each node in order). Its advantage over an array is cheap insertion/deletion (just adjust pointers); its disadvantage is slow random access (you must follow pointers from the head).

    Four nodes in a row, each holding a value and a next-pointer field; a head pointer points to the first node and the last node's pointer is NULL
    A linked list: each node points to the next

    Adding a node in order (four marks): traverse the list from the head, following the pointers, until the node before the position is found (the last node whose value is smaller); take a free node and store the new value in it; set the new node's pointer to the address the previous node pointed to; set the previous node's pointer to the new node. If the new value belongs at the front, the head pointer is changed instead. Deleting a node: find the node before it, and set that node's pointer to the address the deleted node pointed to, so the list bypasses it; the freed node returns to the free list. Compared with a 1-D array, inserting or deleting in a linked list needs no shifting of the other items, and the list can grow until memory runs out; the cost is the extra pointer stored with every item, and that reaching the $n$th item means following $n$ pointers, since there is no direct index.

    Explore · ⁨Jelajahi⁩

    A linked list: nodes joined by pointers · ⁨Daftar terhubung (*linked list*): node-node yang dihubungkan oleh pointer⁩

    Each node stores a value and a pointer to the next node. Inserting or deleting just re-links pointers — no items shift along, unlike an array. · ⁨Setiap node menyimpan nilai dan pointer ke node berikutnya. Menyisipkan atau menghapus hanya menghubungkan ulang pointer — tidak ada item bergeser, berbeda dengan array.⁩

    Explore · ⁨Jelajahi⁩

    Stacks and queues · ⁨Tumpukan dan antrean⁩

    Push and pop. A stack is last-in-first-out; a queue is first-in-first-out — two key ADTs. · ⁨Push dan pop. Stack adalah terakhir masuk pertama keluar; queue adalah pertama masuk pertama keluar — dua ADT utama.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    stack/stæk/ tumpukan
    push/pʊʃ/ dorong
    Abstract Data Type/ˈæbstrækt ˈdeɪtə taɪp/ Tipe Data Abstrak
    linked list/lɪŋkt lɪst/ daftar linked
    pointer/ˈpɔɪntə/ pointer
    queue/kjuː/ antrean
    LIFO/ˈlaɪfəʊ/ LIFO
    FIFO/ˈfaɪfəʊ/ FIFO
    pop/pɒp/ pop
    enqueue/enˈkjuː/ enqueue
    dequeue/diːˈkjuː/ dequeue
    node/nəʊd/ simpul
    traverse/trəˈvɜːs/ traversing
    Watch lesson · ⁨Tonton pelajaran⁩
    10.4

    Implementing ADTs using arrays

    Stack using an array

    Hold items in Stack[1:MaxSize] with an integer Top (0 when empty).

    • Push(x): if Top = MaxSize the stack is full (overflow 溢出); else Top ← Top + 1; Stack[Top] ← x.
    • Pop(): if Top = 0 the stack is empty (underflow 下溢); else return Stack[Top] and Top ← Top - 1.

    Queue using a circular array

    A simple queue lets Front and Rear march off the end, wasting the start. The fix is a circular array 循环数组 — when a pointer reaches MaxSize it wraps back to 1:

    • Enqueue(x): check full; else Rear ← (Rear MOD MaxSize) + 1; Queue[Rear] ← x.
    • Dequeue(): check empty; else return Queue[Front] and Front ← (Front MOD MaxSize) + 1.

    Track a separate count to tell empty from full.

    The algorithm for the end pointer, in words: if the count equals the size, report that the queue is full and stop; otherwise add one to the end pointer; if it is now past the last index, set it to the first index; store the item there and add one to the count. The declarations that a five-mark "describe the declaration and initialisation" answer lists: the array with its size and element type; a front pointer and an end pointer, both initialised to the first index (or the front to the first index and the end to the next free space); and a count of items, initialised to $0$.

    For example, with MaxSize = 6: if Rear = 5, then (5 MOD 6) + 1 = 6, so the next item goes in cell 6; if Rear = 6, then (6 MOD 6) + 1 = 1, so the pointer wraps back to cell 1.

    A circular queue stored in an array; the filled cells wrap past the last cell back to the start, with a curved arrow showing the pointer wrapping from the last index to cell 1
    A circular queue wraps the pointers back to the start of the array

    Linked list using an array

    Use an array of records, each with a Next index:

    TYPE TNode
        DECLARE Value : INTEGER
        DECLARE Next : INTEGER     // index of the next node, or -1 for end
    ENDTYPE
    
    DECLARE Nodes : ARRAY[1:MaxSize] OF TNode
    DECLARE Head : INTEGER         // index of first node, -1 if empty
    DECLARE FreeListHead : INTEGER // first available free node
    

    A free list 空闲列表 chains the unused slots, just as the data list chains its used ones. To insert: take a slot from FreeListHead, set the new node's value and Next, and update the previous node's Next (or Head). To delete: unlink the node and return its slot to the free list. This gives the flexibility of a linked structure with the static allocation of an array.

    A Value array and a parallel Next array implementing a linked list; a Head pointer chains the used nodes and a FreeListHead pointer chains the free slots, each ending in Next = -1
    A linked list stored in an array: a data array and a pointer array

    Worked example. A linked list is held in a Data array and a Pointer array, with Start pointing to index 1. The list is 1 → 3 → 4 (index 1 holds D40, index 3 holds D32, index 4 holds D11, whose pointer is $\emptyset$); the free list starts at index 2 and continues 2 → 5. Insert D6 between D32 and D11.

    Take the first free node, index 2, and set FreeStart to its pointer, 5; store D6 in Data[2]; set Pointer[2] to the value Pointer[3] held, which is 4; set Pointer[3] to 2. The list reads 1 → 3 → 2 → 4 and the free list is 5 → $\emptyset$. The answer to "how can the linked list be implemented" is exactly these parts: an array (or array of records) for the data, a parallel array for the pointers holding indices, a start pointer, a free-list pointer and a null value such as $-1$ for the end.

    Worked example. A circular queue is held in an array of size 5 (indices 0 to 4) with Front = 3, Rear = 3 and one item stored. Two items are added, then two are removed. Where are the pointers, and why use a circular queue at all? Every move uses (pointer + 1) MOD size, so the pointers wrap. Adding twice moves Rear: $3 \rightarrow 4$, then $4 \rightarrow 0$ (because $(4+1) \bmod 5 = 0$), so Rear = 0 and three items are stored. Removing twice moves Front the same way: $3 \rightarrow 4$, then $4 \rightarrow 0$, leaving Front = 0 and one item. The wrap is the whole point: in a linear array queue the pointers march to the end and the freed space at the front is wasted even when the queue is empty. Remember a queue removes at the Front and adds at the Rear - a stack uses one pointer for both.

    Explore · ⁨Jelajahi⁩

    Implementing ADTs with arrays · ⁨Mengimplementasikan ADT dengan array⁩

    FIFO

    A queue is first-in-first-out — enqueue at the back, dequeue from the front. · ⁨Antrian (queue) bersifat first-in-first-out — enqueue di belakang, dequeue dari depan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    free list/friː lɪst/ daftar bebas
    overflow/ˌəʊvəˈfləʊ/ overflow
    underflow/ˌʌndəˈfləʊ/ underflow
    circular array/ˈsɜːkjʊlə əˈreɪ/ array melingkar
    10.4

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly.

    Term Definition
    record a data structure that holds a set of data items (fields) of different data types under one identifier
    array a data structure that holds a fixed number of elements of the same data type under one identifier, each accessed by an index
    index the number that identifies one element of an array
    upper bound, lower bound the largest and smallest valid index of an array
    text file a file that stores data as lines of characters, which a program reads and writes one line at a time
    abstract data type a collection of data together with a set of operations on that data
    stack a list in which items are added to and removed from the same end, the top, so the last item added is the first removed (LIFO)
    queue a list in which items are added at the rear and removed from the front, so the first item added is the first removed (FIFO)
    linked list a list in which each node holds a data item and a pointer to the next node, with a start pointer to the first node
    pointer a variable that holds the address (or index) of a node or of a position in a structure
    linear search checking each element in turn from the first until the target is found or the end is reached
    bubble sort repeated passes through the array comparing adjacent pairs and swapping those out of order, until a pass makes no swaps
    10.4

    Exam tips

    • Choose the right data structure and justify it (a record for mixed fields, a 2-D array for a grid).
    • Know how to implement a stack, queue and linked list with an array and pointers (top; front/rear; next).
    • Distinguish an ADT (its behaviour) from its implementation (array plus pointers).

    Common mistakes

    • A record declaration without ENDTYPE, or fields without types. Every field is a DECLARE line with a type.
    • Reading past the end of a file, or writing with WRITE when the file must keep its contents. Test EOF before each read; use APPEND to add.
    • Writing a number to a text file without converting it. A file holds strings: NUM_TO_STR out, STR_TO_NUM back.
    • Forgetting the checks. Push and enqueue test for full first; Pop and dequeue test for empty first, and the answer says so.
    • Losing the rest of the list when inserting a node. Set the new node's pointer to the old next node before changing the previous node's pointer.
    • A linear search that never says "not found". Initialise the position to $-1$ and test it after the loop.
  • 11

    Programming · ⁨Pemrograman⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    11.1

    Programming basics · ⁨Dasar pemrograman⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Implement and write pseudocode from a given design presented as either a program flowchart or structured English
    Write pseudocode statements for: • the declaration and initialisation of constants • the declaration of variables • the assignment of values to variables • expressions involving any of the arithmetic or logical operators input from the keyboard and output to the console
    Use built-in functions and library routines Any functions not given in the pseudocode guide will be provided String manipulation functions will always be given
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Implementasikan dan tulis pseudocode dari desain yang diberikan yang disajikan sebagai diagram alir program atau bahasa Inggris terstruktur
    Tulis pernyataan pseudocode untuk: • deklarasi dan inisialisasi konstanta • deklarasi variabel • penugasan nilai ke variabel • ekspresi yang melibatkan operator aritmatika atau logika, input dari keyboard dan output ke konsol
    Gunakan fungsi bawaan dan rutinitas perpustakaan Fungsi apa pun yang tidak diberikan dalam panduan pseudocode akan disediakan Fungsi manipulasi string akan selalu diberikan

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    From design to code

    You should be able to turn a design — a flowchart 流程图 (program flowchart) or structured English 结构化英语 — into pseudocode 伪代码, and then into a real language:

    1. find the variables 变量 and their data types 数据类型.
    2. turn input/output boxes into INPUT / OUTPUT.
    3. turn decision diamonds into IF...ELSE...ENDIF (or CASE).
    4. turn loop arrows into WHILE, REPEAT...UNTIL, or FOR.
    5. turn process boxes into assignments or calculations.
    6. check by tracing a small input.

    Constants and variables

    A constant 常量 holds a value that never changes; a variable holds one that may change. Declare them with a type:

    Use constants for fixed values that recur (Pi, MaxScore); they make code clearer and easy to change in one place.

    In the exam, a constant is the answer to "identify a more appropriate way of representing" a fixed value, such as a tax rate or a maximum score, that appears at several places in the pseudocode. The benefits the scheme lists: the value is set once and cannot be changed accidentally by the program; a change is made in one place and reaches every statement that uses it; the identifier gives the value a meaning (MaxScore rather than 100), so the code is easier to read and to check; and there is less risk of a typing error in a long value such as 3.14159. A "state a value that could be replaced by a constant" question wants the literal from the pseudocode (0.2, 40), not a new name.

    Every variable is declared once, with an identifier 标识符 (its name) and a data type, before it is used. The six types in the 9618 pseudocode guide:

    Type Holds Written in the code as Typical use
    INTEGER whole numbers 42, -3 a count, an array index, a loop counter
    REAL numbers with a fractional part 3.75 a price, an average
    CHAR one character 'A' (single quotes) a grade letter, a menu key
    STRING a sequence of characters "Hello" (double quotes) a name, a postcode
    BOOLEAN TRUE or FALSE TRUE a flag such as Found
    DATE a calendar date 12/05/2026 a date of birth

    A "give the appropriate data type" question is answered from how the variable is used in the pseudocode: a value with a decimal point is REAL; something set to TRUE or FALSE is BOOLEAN; a value in single quotes is CHAR; a value used as an array index, or with DIV and MOD, is INTEGER. Write the type in capitals, spelled as the guide spells it.

    Worked example. State the appropriate data type for each variable.

    Found is BOOLEAN (it holds FALSE); Initial is CHAR (one character in single quotes); Price is REAL (a decimal value); Count is INTEGER (a counter that goes up by one); Name is STRING (text in double quotes).

    Assignment and expressions

    Use ← for assignment 赋值:

    Expressions use operators 运算符:

    • arithmetic + - * /, plus DIV (integer division) and MOD (remainder): 7 DIV 2 = 3; 7 MOD 2 = 1.
    • comparisons =, <>, <, >, <=, >=.
    • logic AND, OR, NOT.

    Precedence 优先级 (highest to lowest): NOT → * / DIV MOD → + - → comparisons → AND → OR. Use brackets when unsure.

    Input and output

    Built-in functions and library routines

    Many tasks have ready-made library routines 库例程, so you need not write them. The Paper 2 insert 附页 lists the ones you may use, with their exact names, parameters and return types; any other function a question needs is given in the question. The names below are the insert's names. VAL and STR are IGCSE names and appear in neither 9618 document, so they earn nothing. UCASE and LCASE are a different case: they are 9618, defined in the Pseudocode Guide, but they take a single CHAR, and the insert does not list them at all — for a whole string on Paper 2 the routine is TO_UPPER.

    A program library 程序库 holds routines that have already been written, compiled and tested; a program calls them instead of writing its own. The benefits the scheme accepts, for a "state three benefits" question: the routines are already tested, so they are less likely to contain errors; they save development time; they may do things the programmer could not write (complex statistics, graphics); they are written by experts and reused across many programs; and a routine with a fixed interface can be called from anywhere in the program.

    Routine Returns Example
    LENGTH(s) the number of characters in s LENGTH("Hello") = 5
    LEFT(s, n) / RIGHT(s, n) the first / last n characters RIGHT("Hello", 2) = "lo"
    MID(s, start, n) n characters from position start (positions count from 1) MID("Hello", 2, 3) = "ell"
    TO_UPPER(s) / TO_LOWER(s) s in capitals / in small letters TO_UPPER("ab1") = "AB1"
    NUM_TO_STR(x) / STR_TO_NUM(s) a number as a string / a string as a number STR_TO_NUM("3.5") = 3.5
    IS_NUM(s) TRUE if s is a valid number IS_NUM("12a") = FALSE
    ASC(c) / CHR(n) the character code of c / the character with code n ASC('A') = 65, CHR(66) = 'B'
    INT(x) the whole-number part of x INT(7.9) = 7
    RAND(n) a random real number from 0 up to, but not including, n INT(RAND(6)) + 1 is a dice roll
    DAY(d), MONTH(d), YEAR(d) the parts of a DATE YEAR(TODAY())
    DAYINDEX(d), SETDATE(d, m, y), TODAY() the day of the week (1 = Sunday); a date built from three integers; today's date
    EOF(f) TRUE when the file f has no more lines to read WHILE NOT EOF("data.txt")

    Strings are joined with & (concatenation 连接): "A" & "BC" is "ABC". Use the exact names from the insert, with the parameters in its order.

    Dates and random numbers come up as one-line statements. SETDATE(17, 11, 2007) builds 17 November 2007; 12 - MONTH(MyDOB) is the number of months from the month of birth to the end of the year; IF DAYINDEX(MyDOB) = 5 THEN tests for a Thursday, because Sunday is day 1. RAND(n) returns a real number from 0 up to, but not including, n, so a random integer from Low to High inclusive is INT(RAND(High - Low + 1)) + Low: INT(RAND(21)) - 10 gives a value from -10 to 10.

    Worked example. Evaluate each expression, given Word ← "Program", Code ← 'Q' and N ← 7.

    Expression Value Why
    LENGTH(Word) 7 seven characters
    MID(Word, 4, 2) "gr" two characters, starting at position 4
    LEFT(Word, 3) & "!" "Pro!" joined with &
    TO_UPPER(RIGHT(Word, 2)) "AM" the inner function runs first
    ASC(Code) - ASC('A') 16 'Q' is 81 and 'A' is 65
    N DIV 2 + N MOD 2 4 3 + 1
    NUM_TO_STR(N) & "th" "7th" the number becomes a string first
    INT(N / 2) 3 3.5 cut to its whole part

    Work from the inside out, and keep the quotes: "7" is a string and 7 is a number.

    Worked example. Each statement may contain an error in its use of a function or operator. Describe the error, or write NO ERROR. (Assume every variable has the correct type.)

    Statement Error
    Result ← 2 & 4 & joins strings; 2 and 4 are integers, so + is needed
    SubString ← MID("pseudocode", 4, 1) NO ERROR: one character from position 4, "u"
    IF x = 3 OR 4 THEN OR needs a Boolean on each side: IF x = 3 OR x = 4 THEN
    Result ← Status AND INT(x / 2) AND needs two Booleans; INT(x / 2) is an integer
    Message ← "Done" + LENGTH(MyString) + cannot add a string to an integer: "Done" & NUM_TO_STR(LENGTH(MyString))

    Every operator works on particular types: & on strings, + - * / DIV MOD on numbers, AND OR NOT on Booleans, and = <> on two values of the same type. An "evaluate each expression, or write ERROR" table is marked the same way: LENGTH(42) and "A" + 1 are ERROR, because the type does not match the function or the operator.

    Worked example. With Points ← 100, Active ← TRUE and Exempt ← FALSE, evaluate each expression.

    Expression Value Why
    (Points > 99) OR Active TRUE both sides are true; one would do
    (Points MOD 2 = 0) OR Exempt TRUE 100 MOD 2 is 0
    (Points <= 75) AND (Active OR Exempt) FALSE the first side is false, and AND needs both
    (Active OR NOT Active) AND NOT Exempt TRUE Active OR NOT Active is always true

    The last expression simplifies: X OR NOT X is TRUE whatever X is, so the whole expression is just NOT Exempt. Evaluate the brackets first, then NOT, then AND, then OR.

    Bahasa Indonesia
    Garis kode sumber pada layar gelap
    Pemrograman mengubah desain menjadi instruksi yang ditulis sebagai kode

    Seorang programmer bekerja di komputer *Programmer menulis kode dan mengujinya seiring berjalan

    Dari desain ke kode

    Anda harus mampu mengubah desain — flowchart (program flowchart) atau structured English — menjadi pseudocode, lalu menjadi bahasa nyata:

    1. temukan variabel dan tipe data-nya.
    2. ubah kotak input/output menjadi INPUT / OUTPUT.
    3. ubah belah ketupat keputusan menjadi IF...ELSE...ENDIF (atau CASE).
    4. ubah panah loop menjadi WHILE, REPEAT...UNTIL, atau FOR.
    5. ubah kotak proses menjadi penugasan atau perhitungan.
    6. periksa dengan melacak input kecil.

    Peta simbol flowchart ke pseudocode: jajar genjang input/output menjadi INPUT atau OUTPUT, belah ketupat keputusan menjadi IF...THEN atau CASE, kotak proses menjadi penugasan x = ekspresi, dan panah loop menjadi WHILE, FOR atau REPEAT *Setiap simbol flowchart menjadi kata kunci pseudocode

    Konstanta dan variabel

    Konstanta menyimpan nilai yang tidak pernah berubah; variabel menyimpan salah satu yang mungkin berubah. Deklarasikan dengan tipe:

    Nilai variabel dapat berubah; konstanta tetap tetap *Nilai variabel dapat berubah; konstanta tetap tetap

    CONSTANT Pi = 3.14159
    DECLARE Radius : REAL
    DECLARE Area : REAL
    
    Radius ← 5
    Area ← Pi * Radius * Radius
    

    Gunakan konstanta untuk nilai tetap yang muncul berulang (Pi, MaxScore); mereka membuat kode lebih jelas dan mudah diubah di satu tempat.

    Dalam ujian, konstanta adalah jawaban untuk "identifikasi cara yang lebih tepat untuk merepresentasikan" nilai tetap, seperti tarif pajak atau skor maksimum, yang muncul di beberapa tempat dalam pseudocode. Manfaat yang disebutkan skema: nilainya ditetapkan sekali dan tidak dapat diubah secara tidak sengaja oleh program; perubahan dibuat di satu tempat dan mencapai setiap pernyataan yang menggunakannya; pengenal memberikan nilai tersebut makna (MaxScore daripada 100), sehingga kode lebih mudah dibaca dan diperiksa; dan ada risiko kesalahan ketik yang lebih sedikit pada nilai panjang seperti 3.14159. Pertanyaan "nyatakan nilai yang bisa digantikan dengan konstanta" menginginkan literal dari pseudocode (0.2, 40), bukan nama baru.

    Setiap variabel dideklarasikan sekali, dengan identifier (namanya) dan tipe data, sebelum digunakan. Enam tipe dalam panduan pseudocode 9618:

    Tipe Menyimpan Ditulis dalam kode sebagai Penggunaan umum
    INTEGER bilangan bulat 42, -3 penghitung, indeks array, penghitung loop
    REAL bilangan dengan bagian pecahan 3.75 harga, rata-rata
    CHAR satu karakter 'A' (tanda kutip tunggal) huruf nilai, tombol menu
    STRING urutan karakter "Hello" (tanda kutip ganda) nama, kode pos
    BOOLEAN TRUE atau FALSE TRUE flag seperti Found
    DATE tanggal kalender 12/05/2026 tanggal lahir

    Pertanyaan "beri tipe data yang sesuai" dijawab berdasarkan bagaimana variabel digunakan dalam pseudocode: nilai dengan titik desimal adalah REAL; sesuatu yang diatur ke TRUE atau FALSE adalah BOOLEAN; nilai dalam tanda kutip tunggal adalah CHAR; nilai yang digunakan sebagai indeks array, atau dengan DIV dan MOD, adalah INTEGER. Tulis tipe dengan huruf kapital, ejaan sesuai panduan.

    Contoh kerja. Nyatakan tipe data yang sesuai untuk setiap variabel.

    Found ← FALSE
    Initial ← 'K'
    Price ← 12.99
    Count ← Count + 1
    Name ← "Li Wei"
    

    Found adalah BOOLEAN (menyimpan FALSE); Initial adalah CHAR (satu karakter dalam tanda kutip tunggal); Price adalah REAL (nilai desimal); Count adalah INTEGER (pesawat yang naik satu); Name adalah STRING (teks dalam tanda kutip ganda).

    Penugasan dan ekspresi

    Gunakan ← untuk penugasan:

    Total ← Total + 1
    Average ← Sum / Count
    

    Ekspresi menggunakan operator:

    • aritmatika + - * /, tambah DIV (pembagian bilangan bulat) dan MOD (sisa): 7 DIV 2 = 3; 7 MOD 2 = 1.
    • perbandingan =, <>, <, >, <=, >=.
    • logika AND, OR, NOT.

    Precedence (tertinggi ke terendah): NOT → * / DIV MOD → + - → perbandingan → AND → OR. Gunakan kurung jika ragu.

    Input dan output

    OUTPUT "Enter your name:"
    INPUT Name
    OUTPUT "Hello, ", Name
    

    Fungsi bawaan dan rutinitas perpustakaan

    Banyak tugas memiliki rutin perpustakaan yang sudah tersedia, sehingga Anda tidak perlu menuliskannya sendiri. Sisipan Paper 2 mencantumkan rutin yang boleh digunakan, beserta nama persis, parameternya, dan tipe kembalinya; fungsi lain yang dibutuhkan soal akan diberikan dalam soal itu sendiri. Nama-nama di bawah adalah nama-nama dari sisipan tersebut. VAL dan STR merupakan nama IGCSE dan tidak muncul dalam dokumen 9618, sehingga tidak memberikan nilai apa pun. UCASE dan LCASE berada dalam kasus berbeda: mereka merupakan bagian dari 9618, didefinisikan dalam Panduan Pseudocode, tetapi menerima satu CHAR, dan sisipan sama sekali tidak mencantumkannya — untuk seluruh string pada Paper 2, rutinitasnya adalah TO_UPPER.

    Perpustakaan program menyimpan rutin yang telah ditulis, dikompilasi, dan diuji sebelumnya; sebuah program memanggilnya alih-alih menulis sendiri. Manfaat yang diakui oleh skema ini untuk pertanyaan "tiga manfaat keadaan tiga" (state three benefits): rutin-rutin tersebut sudah teruji, sehingga lebih kecil kemungkinannya mengandung kesalahan; rutin-rutin tersebut menghemat waktu pengembangan; rutin-rutin tersebut dapat melakukan hal-hal yang tidak bisa ditulis programmer (statistik kompleks, grafik); rutin-rutin tersebut ditulis oleh para ahli dan digunakan kembali melintasi banyak program; serta rutin dengan antarmuka tetap dapat dipanggil dari mana saja dalam program.

    Rutin Mengembalikan Contoh
    LENGTH(s) jumlah karakter dalam s LENGTH("Hello") = 5
    LEFT(s, n) / RIGHT(s, n) karakter pertama / terakhir n RIGHT("Hello", 2) = "lo"
    MID(s, start, n) n karakter dari posisi start (posisi dihitung mulai dari 1) MID("Hello", 2, 3) = "ell"
    TO_UPPER(s) / TO_LOWER(s) s dalam huruf kapital / dalam huruf kecil TO_UPPER("ab1") = "AB1"
    NUM_TO_STR(x) / STR_TO_NUM(s) angka sebagai string / string sebagai angka STR_TO_NUM("3.5") = 3.5
    IS_NUM(s) TRUE jika s adalah angka valid IS_NUM("12a") = FALSE
    ASC(c) / CHR(n) kode karakter dari c / karakter dengan kode n ASC('A') = 65, CHR(66) = 'B'
    INT(x) bagian bilangan bulat dari x INT(7.9) = 7
    RAND(n) bilangan real acak dari 0 hingga, tetapi tidak termasuk, n INT(RAND(6)) + 1 adalah lemparan dadu
    DAY(d), MONTH(d), YEAR(d) bagian-bagian dari DATE YEAR(TODAY())
    DAYINDEX(d), SETDATE(d, m, y), TODAY() hari dalam seminggu (1 = Minggu); tanggal yang dibangun dari tiga bilangan bulat; tanggal hari ini
    EOF(f) TRUE ketika file f tidak memiliki baris lagi untuk dibaca WHILE NOT EOF("data.txt")

    String digabungkan menggunakan & (penggabungan/konkatenasi): "A" & "BC" adalah "ABC". Gunakan nama persis dari sisipan, dengan parameternya sesuai urutannya.

    Tanggal dan bilangan acak muncul sebagai pernyataan satu baris. SETDATE(17, 11, 2007) membangun 17 November 2007; 12 - MONTH(MyDOB) adalah jumlah bulan dari bulan kelahiran hingga akhir tahun; IF DAYINDEX(MyDOB) = 5 THEN menguji apakah hari Kamis, karena Minggu adalah hari ke-1. RAND(n) mengembalikan bilangan real dari 0 hingga, tetapi tidak termasuk, n, sehingga bilangan bulat acak dari Low hingga High secara inklusif adalah INT(RAND(High - Low + 1)) + Low: INT(RAND(21)) - 10 memberikan nilai dari -10 hingga 10.

    String COMPUTER ditampilkan sebagai delapan kotak karakter bernomor (posisi 1 hingga 8), dengan hasil latihan: LENGTH(s) = 8, LEFT(s, 3) = COM, MID(s, 4, 3) = PUT, RIGHT(s, 2) = ER, dan UCASE/LCASE mengubah huruf besar/kecil
    Rutin string umum yang bekerja pada s = "COMPUTER" (posisi 1–8)

    Latihan terpecahkan. Hitung setiap ekspresi, given Word ← "Program", Code ← 'Q', dan N ← 7.

    Ekspresi Nilai Alasan
    LENGTH(Word) 7 tujuh karakter
    MID(Word, 4, 2) "gr" dua karakter, dimulai dari posisi 4
    LEFT(Word, 3) & "!" "Pro!" digabungkan dengan &
    TO_UPPER(RIGHT(Word, 2)) "AM" fungsi dalam berjalan terlebih dahulu
    ASC(Code) - ASC('A') 16 'Q' adalah 81 dan 'A' adalah 65
    N DIV 2 + N MOD 2 4 3 + 1
    NUM_TO_STR(N) & "th" "7th" angka menjadi string terlebih dahulu
    INT(N / 2) 3 3.5 dipotong ke bagian bulatnya

    Kerjakan dari dalam ke luar, dan simpan tanda kutip: "7" adalah string dan 7 adalah angka.

    Latihan terpecahkan. Setiap pernyataan mungkin mengandung kesalahan dalam penggunaannya fungsi atau operator. Jelaskan kesalahannya, atau tulis TIDAK ADA KESALAHAN. (Asumsikan setiap variabel memiliki tipe yang benar.)

    Pernyataan Kesalahan
    Result ← 2 & 4 & menggabungkan string; 2 dan 4 adalah bilangan bulat, jadi + diperlukan
    SubString ← MID("pseudocode", 4, 1) TIDAK ADA KESALAHAN: satu karakter dari posisi 4, "u"
    IF x = 3 OR 4 THEN OR memerlukan Boolean di setiap sisi: IF x = 3 OR x = 4 THEN
    Result ← Status AND INT(x / 2) AND memerlukan dua Booleans; INT(x / 2) adalah bilangan bulat
    Message ← "Done" + LENGTH(MyString) + tidak dapat menambahkan string ke bilangan bulat: "Done" & NUM_TO_STR(LENGTH(MyString))

    Setiap operator bekerja pada tipe tertentu: & pada string, + - * / DIV MOD pada angka, AND OR NOT pada Booleans, dan = <> pada dua nilai dari tipe yang sama. Tabel "hitung setiap ekspresi, atau tulis ERROR" diberi nilai sama: LENGTH(42) dan "A" + 1 adalah ERROR, karena tipenya tidak cocok dengan fungsi atau operator.

    Latihan terpecahkan. Dengan Points ← 100, Active ← TRUE, dan Exempt ← FALSE, hitung setiap ekspresi.

    Ekspresi Nilai Alasan
    (Points > 99) OR Active TRUE kedua sisi benar; salah satu saja cukup
    (Points MOD 2 = 0) OR Exempt TRUE 100 MOD 2 adalah 0
    (Points <= 75) AND (Active OR Exempt) FALSE sisi pertama adalah false, dan AND membutuhkan keduanya
    (Active OR NOT Active) AND NOT Exempt TRUE Active OR NOT Active selalu benar

    Ekspresi terakhir disederhanakan: X OR NOT X adalah TRUE apa pun X, sehingga ekspresi keseluruhan hanyalah NOT Exempt. Evaluasi kurung terlebih dahulu, lalu NOT, kemudian AND, lalu OR.

    Explore · ⁨Jelajahi⁩

    A variable is a labelled box · ⁨Variabel adalah kotak berlabel⁩

    Each assignment stores one value in a named box; reassigning the same name overwrites it. Step through the program and watch each box take its current value. · ⁨Setiap penugasan menyimpan satu nilai dalam kotak bernama; menugaskan kembali nama yang sama akan menimpa nilainya. Lanjutkan melalui program dan perhatikan setiap kotak mengambil nilai terkininya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    flowchart/ˈfləʊtʃɑːt/ flowchart
    structured English/ˈstrʌktʃəd ˈɪŋɡlɪʃ/ bahasa Inggris terstruktur
    pseudocode/ˈsuːdəʊkəʊd/ pseudocode
    variables/ˈveərɪəblz/ variabel
    data types/ˈdeɪtə taɪps/ tipe data
    assignment/əˈsaɪnmənt/ penugasan
    constant/ˈkɒnstənt/ konstan
    identifier/aɪˈdentɪfaɪə/ pengenal
    array/əˈreɪ/ array
    operators/ˈɒpəreɪtəz/ operator
    precedence/ˈpresɪdəns/ precedence
    function/ˈfʌŋkʃn/ fungsi
    library routines/ˈlaɪbrəri ruːˈtiːnz/ rutin perpustakaan
    insert/ˈɪnsɜːt/ insert
    parameters/pəˈræmɪtəz/ parameter
    program library/ˈprəʊɡræm ˈlaɪbrəri/ perpustakaan program
    concatenation/kənˌkætəˈneɪʃn/ konkatenasi
    IDE/ˌaɪ diː ˈiː/ IDE
    breakpoint/ˈbreɪkpɔɪnt/ titik jeda
    single stepping/ˈsɪŋɡl ˈstepɪŋ/ langkah tunggal
    11.2

    Selection · ⁨Pemilihan⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Use pseudocode to write: • an ‘IF’ statement including the ‘ELSE’ clause and nested IF statements • a ‘CASE’ structure • a ‘count-controlled’ loop: • a ‘post-condition’ loop • a ‘pre-condition’ loop
    Justify why one loop structure may be better suited to solve a problem than the others
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Gunakan pseudocode untuk menulis: • pernyataan ‘IF’ termasuk klausa ‘ELSE’ dan pernyataan IF bersarang • struktur ‘CASE’ • perulangan terkontrol ‘count’ (jumlah penghitung): • perulangan ‘post-condition’ (pasca-kondisi) • perulangan ‘pre-condition’ (prakondisi)
    Justifikasi mengapa satu struktur perulangan mungkin lebih sesuai untuk memecahkan masalah dibandingkan yang lainnya

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    Selection 选择 chooses which steps run.

    For more than two cases you can use a nested 嵌套 IF, but deep nesting is hard to read — a CASE is cleaner when testing one value against several options:

    Cambridge CASE allows single values, value lists (1, 2, 3:), and ranges (1 TO 5:).

    A nested IF is an IF inside a branch of another IF. Each IF needs its own ENDIF, and the examiner checks that every construct is closed:

    Boundaries are where marks are lost. "A mark of 50 or more passes" is Mark >= 50, not Mark > 50; the last CASE branch, for "anything else", is written OTHERWISE, not a condition such as > 200. A wrong comparison here is a logic error 逻辑错误: the program runs, but gives the wrong output for some inputs — and a trace table with a boundary value such as 50 is how you find it.

    Worked example. Rewrite this with the same functionality, without using a CASE structure.

    Each value becomes a branch of a chain of IFs, and OTHERWISE becomes the last ELSE:

    Two clauses that assign the same value are merged into one clause with a value list: 1, 2: ThisChar ← 'a'. The guards are tested in order: with ranges such as 1 TO 50: followed by 40 TO 60:, a value of 45 takes the first branch that matches, so an assignment in a later branch may never be performed — and when the earlier branches already cover every possible value, the OTHERWISE branch is never reached either.

    Going the other way, nested IFs that test several Booleans are clearer as one condition per outcome: IF A AND B AND C THEN CALL Sub1(), then IF A AND B AND NOT C THEN CALL Sub2(), and so on. Joining tests with AND and OR removes the nesting, and IF A THEN is accepted in place of IF A = TRUE THEN.

    Bahasa Indonesia

    Pemilihan memilih langkah mana yang akan dijalankan.

    IF age >= 18 THEN
        OUTPUT "Adult"
    ELSE
        OUTPUT "Minor"
    ENDIF
    
    Diagram alir: dari awal, beranda keputusan menguji usia >= 18; cabang TRUE menghasilkan 'Dewasa' dan cabang FALSE menghasilkan 'Remaja', dan keduanya bergabung kembali di akhir
    IF...ELSE menguji kondisi sekali, lalu menjalankan tepat satu cabang

    Untuk lebih dari dua kasus Anda dapat menggunakan IF yang bersarang/nested, tetapi bersarang mendalam sulit dibaca — sebuah CASE lebih bersih saat menguji satu nilai terhadap beberapa opsi:

    CASE OF Grade
        "A": OUTPUT "Excellent"
        "B": OUTPUT "Good"
        OTHERWISE: OUTPUT "Try again"
    ENDCASE
    

    Cambridge CASE memungkinkan nilai tunggal, daftar nilai (1, 2, 3:), dan rentang (1 TO 5:).

    IF bersarang adalah IF di dalam cabang dari IF lain. Setiap IF memerlukan ENDIF-nya sendiri, dan penguji memeriksa bahwa setiap konstruksi ditutup:

    IF Mark >= 50 THEN
        IF Mark >= 80 THEN
            OUTPUT "Distinction"
        ELSE
            OUTPUT "Pass"
        ENDIF
    ELSE
        OUTPUT "Fail"
    ENDIF
    

    Batas adalah tempat poin hilang. "Poin 50 atau lebih lulus" adalah Mark >= 50, bukan Mark > 50; cabang terakhir CASE untuk "apa pun yang lain", ditulis OTHERWISE, bukan kondisi seperti > 200. Perbandingan yang salah di sini adalah kesalahan logika: program berjalan, tetapi memberikan output yang salah untuk beberapa input — dan tabel pelacakan dengan nilai batas seperti 50 adalah cara Anda menemukannya.

    Diagram alir pernyataan CASE OF Grade: nilai diuji terhadap setiap penjaga secara bergantian (nilai tunggal, daftar nilai, kemudian rentang); cabang pertama yang cocok menjalankan pernyataannya, jika tidak maka cabang OTHERWISE dijalankan, dan semua cabang bergabung kembali pada ENDCASE
    Pernyataan CASE menjalankan cabang yang sesuai dengan nilai

    Contoh terpecahkan. Tulis ulang ini dengan fungsionalitas yang sama, tanpa menggunakan struktur CASE.

    CASE OF MySwitch
        1: ThisChar ← 'a'
        2: ThisChar ← 'y'
        3: ThisChar ← '7'
        OTHERWISE: ThisChar ← '*'
    ENDCASE
    

    Setiap nilai menjadi cabang dari rantai IF, dan OTHERWISE menjadi ELSE terakhir:

    IF MySwitch = 1 THEN
        ThisChar ← 'a'
    ELSE
        IF MySwitch = 2 THEN
            ThisChar ← 'y'
        ELSE
            IF MySwitch = 3 THEN
                ThisChar ← '7'
            ELSE
                ThisChar ← '*'
            ENDIF
        ENDIF
    ENDIF
    

    Dua klausa yang menetapkan nilai yang sama digabungkan menjadi satu klausa dengan daftar nilai: 1, 2: ThisChar ← 'a'. Penjaga diuji secara berurutan: dengan rentang seperti 1 TO 50: diikuti oleh 40 TO 60:, nilai 45 akan mengambil cabang pertama yang cocok, sehingga penugasan di cabang berikutnya mungkin tidak pernah dilakukan — dan ketika cabang-cabang sebelumnya sudah mencakup setiap nilai yang mungkin, cabang OTHERWISE juga tidak akan pernah dicapai.

    Kebalikannya, IF bersarang yang menguji beberapa Boolean lebih jelas sebagai satu kondisi per hasil: IF A AND B AND C THEN CALL Sub1(), lalu IF A AND B AND NOT C THEN CALL Sub2(), dan seterusnya. Menggabungkan tes dengan AND dan OR menghilangkan nesting, dan IF A THEN diterima sebagai pengganti IF A = TRUE THEN.

    Explore · ⁨Jelajahi⁩

    Selection (IF / ELSE) · ⁨Pemilihan (IF / ELSE)⁩

    Change the input and see which branch runs — the essence of selection. · ⁨Ubah input dan lihat cabang mana yang berjalan — inti dari pemilihan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    nested/ˈnestɪd/ bersarang
    logic error/ˈlɒdʒɪk ˈerə/ kesalahan logika
    trace table/treɪs ˈteɪbl/ tabel jejak
    11.2

    Iteration · ⁨Iterasi⁩

    English

    Iteration 迭代 repeats a block. Three loops differ in how many times the body runs.

    Count-controlled (FOR) loop

    A count-controlled loop 计数循环 — use it when you know how many times to repeat:

    A STEP can change the count (e.g. FOR i ← 10 TO 1 STEP -1). Best for a fixed number of repeats or processing each element of an array 数组.

    Pre-condition (WHILE) loop

    A pre-condition loop 前测循环 tests the condition before each pass, so it may run zero times:

    Post-condition (REPEAT...UNTIL) loop

    A post-condition loop 后测循环 tests the condition after each pass, so it always runs at least once:

    Choosing the right loop

    • count known up front → FOR.
    • may need zero passes → WHILE.
    • always at least one pass → REPEAT...UNTIL.

    Justify your choice by whether the count is known and whether the body must run at least once. A typical question gives a scenario ("ask for a password until correct, but always ask at least once") and asks which loop fits.

    The two marks are for the name of the loop and the reason, in the scheme's words: count-controlled, because the number of iterations is known before the loop starts; post-condition, because the loop body must be executed at least once; pre-condition, because the loop may not need to execute at all. A loop over the four elements of an array that has been written as a WHILE with a counter is "not the most appropriate": the count, four, is known, so a FOR loop fits.

    Worked example. Which loop suits each task? (a) print the 12 times table; (b) keep reading numbers until the user enters 0; (c) ask for a password until it is correct. Choose by asking how many times the body runs and when the test happens. (a) The count is known in advance (12), so use a FOR loop. (b) The count is unknown, and the very first input might already be 0 - so the test must come before the body: a WHILE loop, which runs zero or more times. (c) The count is unknown, but you must always ask at least once before there is anything to test - so the test comes after the body: a REPEAT...UNTIL, which runs one or more times. The deciding question is whether the body must run at least once: WHILE may run zero times, REPEAT always runs once.

    Dry running with a trace table

    A trace table 跟踪表 records the value of each variable as you dry run 手工跟踪 (work through by hand) an algorithm. It is how you test a loop on paper, and a six-mark question on most Paper 2s.

    Count Total Total < 10 OUTPUT
    1 0 TRUE
    2 2 TRUE
    3 6 TRUE
    4 12 FALSE 4, 12

    Rules that earn the marks: one column per variable, in the order the question gives; write a value only when it changes; start a new row each time the loop repeats; evaluate the condition with the current values, and stop the moment it is FALSE; put the output in its own column, exactly as it would appear. Trace the algorithm as written, not the one you think was intended — if it never stops, say so.

    Worked example. Which constructs does each line use — selection, iteration or a subroutine call?

    Pseudocode Selection Iteration Subroutine
    IF Ready = TRUE THEN

    ENDIF | FOR I ← 1 TO 20 ... NEXT I | | yes | | | WHILE NOT IsFull() ... ENDWHILE | | yes | yes | | CASE OF Key ... OTHERWISE ... ENDCASE | yes | | |

    IF and CASE are selection; FOR, WHILE and REPEAT are iteration; a name followed by brackets — Start(), IsFull() — is a call to a procedure or a function, wherever it appears, including inside a condition.

    Bahasa Indonesia

    Iterasi mengulang sebuah blok. Tiga jenis perulangan berbeda dalam berapa kali tubuh perulangan tersebut berjalan.

    Perulangan terkontrol penghitung (FOR)

    Perulangan terkontrol penghitung — gunakan ketika Anda tahu berapa kali harus diulang:

    FOR i ← 1 TO 10
        OUTPUT i
    NEXT i
    

    Starter STEP dapat mengubah penghitung (misalnya FOR i ← 10 TO 1 STEP -1). Terbaik untuk jumlah pengulangan tetap atau memproses setiap elemen array.

    Pra-kondisi (WHILE) loop

    Perulangan pra-kondisi menguji kondisi sebelum setiap lemparan, sehingga mungkin berjalan nol kali:

    WHILE total < 100 DO
        INPUT n
        total ← total + n
    ENDWHILE
    

    Pasca-kondisi (REPEAT...UNTIL) loop

    Perulangan pasca-kondisi menguji kondisi setelah setiap lemparan, sehingga selalu berjalan paling sedikit sekali:

    REPEAT
        INPUT password
    UNTIL password = correctPassword
    

    Memilih perulangan yang tepat

    Tiga kolom diagram alir. FOR: kotak penghitung (i = 1 to N) kemudian kotak tubuh, melingkar kembali, untuk jumlah lemparan tertentu. WHILE: berlian tes di atas kotak tubuh, sehingga kondisi dicek sebelum tubuh dan perulangan mungkin berjalan nol kali. REPEAT: kotak tubuh di atas berlian tes, sehingga kondisi dicek setelah tubuh dan perulangan berjalan paling sedikit sekali
    Tiga perulangan berbeda dalam kapan kondisi diuji — sebelum tubuh (WHILE), setelahnya (REPEAT), atau sejumlah waktu tertentu (FOR)
    • penghitung diketahui di awal → FOR.
    • mungkin butuh nol lemparan → WHILE.
    • selalu minimal satu lemparan → REPEAT...UNTIL.

    Justifikasikan pilihan Anda berdasarkan apakah penghitung diketahui dan apakah tubuh harus berjalan setidaknya sekali. Soal típikal memberikan skenario ("minta kata sandi hingga benar, tetapi minta setidaknya sekali") dan bertanya perulangan mana yang sesuai.

    Dua poin diberikan untuk nama perulangan dan alasan, dengan kata-kata skema: terkontrol penghitung, karena jumlah iterasi diketahui sebelum perulangan dimulai; pasca-kondisi, karena tubuh perulangan harus dieksekusi setidaknya sekali; pra-kondisi, karena perulangan mungkin tidak perlu dieksekusi sama sekali. Perulangan atas empat elemen array yang telah ditulis sebagai WHILE dengan counter adalah "tidak yang paling tepat": penghitung, empat, diketahui, sehingga perulangan FOR sesuai.

    Contoh terpecahkan. Perulangan mana yang sesuai untuk setiap tugas? (a) cetak tabel perkalian 12; (b) terus baca angka hingga pengguna memasukkan 0; (c) minta kata sandi hingga benar. Pilih dengan bertanya berapa kali tubuh berjalan dan kapan tes terjadi. (a) Penghitung diketahui sebelumnya (12), jadi gunakan perulangan FOR. (b) Penghitung tidak diketahui, dan input pertama mungkin sudah 0 - jadi tes harus datang sebelum tubuh: perulangan WHILE, yang berjalan nol atau lebih banyak kali. (c) Penghitung tidak diketahui, tetapi Anda harus selalu meminta paling sedikit sekali sebelum ada apa pun untuk diuji - jadi tes datang setelah tubuh: REPEAT...UNTIL, yang berjalan satu atau lebih banyak kali. Pertanyaan penentu adalah apakah tubuh harus berjalan setidaknya sekali: WHILE mungkin berjalan nol kali, REPEAT selalu berjalan sekali.

    Dry running dengan tabel pelacakan

    Sebuah tabel pelacakan mencatat nilai setiap variabel saat Anda melakukan dry run (bekerja melalui secara manual) algoritma. Ini adalah cara Anda menguji perulangan di atas kertas, dan soal enam poin di sebagian besar Paper 2.

    DECLARE Count, Total : INTEGER
    Count ← 1
    Total ← 0
    WHILE Total < 10
        Total ← Total + Count * 2
        Count ← Count + 1
    ENDWHILE
    OUTPUT Count, Total
    
    Count Total Total < 10 OUTPUT
    1 0 TRUE
    2 2 TRUE
    3 6 TRUE
    4 12 FALSE 4, 12

    Aturan yang mendapatkan poin: satu kolom per variabel, sesuai urutan yang diberikan soal; tulis nilai hanya ketika itu berubah; mulai baris baru setiap kali perulangan berulang; evaluasi kondisi dengan nilai saat ini, dan hentikan segera setelah menjadi FALSE; masukkan output di kolomnya sendiri, persis seperti yang akan muncul. Telusuri algoritma sebagaimana ditulis, bukan yang Anda pikirkan dimaksudkan — jika tidak pernah berhenti, katakanlah demikian.

    Contoh terpecahkan. Konstruksi mana yang digunakan setiap baris — seleksi, iterasi, atau panggilan subrutin?

    Pseudocode Selection Iteration Subroutine
    IF Ready = TRUE THEN
    CALL Start()
    

    ENDIF | FOR I ← 1 TO 20 ... NEXT I | | yes | | | WHILE NOT IsFull() ... ENDWHILE | | yes | yes | | CASE OF Key ... OTHERWISE ... ENDCASE | yes | | |

    IF dan CASE adalah seleksi; FOR, WHILE dan REPEAT adalah iterasi; nama yang diikuti tanda kurung — Start(), IsFull() — adalah pemanggilan prosedur atau fungsi, di mana pun muncul, termasuk di dalam kondisi.

    Explore · ⁨Jelajahi⁩

    Trace a loop, pass by pass · ⁨Jejakkan loop, langkah demi langkah⁩

    A trace table records each variable after every pass of the loop. Watch the counter i climb while the running total builds up — exactly what an exam trace question asks you to fill in. · ⁨Tabel jejak mencatat setiap variabel setelah setiap lintasan loop. Perhatikan counter i naik sementara total berjalan terbentuk — persis seperti yang diminta soal jejak ujian untuk diisi.⁩

    Explore · ⁨Jelajahi⁩

    Tracing a loop

    Step through the loop and watch the variables change each pass — exactly what a trace table records. · ⁨Langkah demi langkah loop dan saksikan variabel berubah setiap kali lompatan — persis apa yang dicatat oleh tabel jejak.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    selection/sɪˈlekʃn/ pemilihan
    iteration/ˌɪtəˈreɪʃn/ iterasi
    count-controlled loop/kaʊnt kənˈtrəʊld luːp/ loop terkontrol hitung
    pre-condition loop/priː kənˈdɪʃn luːp/ loop pra-kondisi
    post-condition loop/pəʊst kənˈdɪʃn luːp/ loop pasca-kondisi
    dry run/draɪ rʌn/ jalur kering
    11.3

    Procedures and functions · ⁨Prosedur dan fungsi⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Define and use a procedure
    Explain where in the construction of an algorithm it would be appropriate to use a procedure
    Use parameters A procedure may have none, one or more parameters A parameter can be passed by reference or by value
    Define and use a function
    Explain where in the construction of an algorithm it is appropriate to use a function A function is used in an expression, e.g. the return value replaces the call
    Use the terminology associated with procedures and functions including procedure/function header, procedure/function interface, parameter, argument, return value
    Write efficient pseudocode
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Definisikan dan gunakan prosedur
    Jelaskan di mana dalam penyusunan algoritma penggunaan prosedur akan tepat
    Gunakan parameter Sebuah prosedur dapat memiliki nol, satu, atau lebih parameter. Sebuah parameter dapat diteruskan oleh referensi atau oleh nilai
    Definisikan dan gunakan fungsi
    Jelaskan di mana dalam penyusunan algoritma penggunaan fungsi adalah tepat Sebuah fungsi digunakan dalam sebuah ekspresi, mis. nilai kembali menggantikan pemanggilan
    Gunakan terminologi yang terkait dengan prosedur dan fungsi termasuk header prosedur/fungsi, antarmuka prosedur/fungsi, parameter, argumen, nilai kembali
    Tulis pseudocode yang efisien

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    Structured programming 结构化编程 builds a program from small named subroutines 子程序, each with one job.

    Procedure

    A procedure 过程 is a named block that does an action; it may take parameters 参数 but does not return a value.

    Function

    A function 函数 is like a procedure but it returns a value that becomes part of an expression.

    Use a procedure when the subroutine performs an action; use a function when it computes a value for the caller.

    The syllabus asks where in the construction of an algorithm each is appropriate. A procedure is appropriate where the same group of steps is needed at several points (validate an input, print a menu, swap two values): the steps are written once and CALLed by name. A function is appropriate where a single value must be calculated and then used in an expression — a total, a TRUE/FALSE result, the larger of two numbers — because the return value 返回值 replaces the call: IF IsValid(Code) THEN.

    Parameters

    A parameter is a variable a subroutine declares to receive input; the values the caller supplies are arguments 实参. Two ways to pass them:

    • pass by value 传值 — the routine gets a copy; changes inside it do not affect the caller. Use for inputs it only reads.
    • pass by reference 传引用 — the routine gets a reference to the caller's variable; changes do affect the caller. Use when it must update a parameter.

    Cambridge pseudocode writes the mode in the header, BYVAL or BYREF, before each parameter. If neither is written, BYVAL is assumed, so a routine that must change the caller's variable — Swap, or a procedure that updates a running total — needs BYREF in its header.

    Worked example. What is output?

    X is a reference to A, so A becomes 8. Y is a copy of B, so doubling Y leaves B at 3. The output is 8, 3. Had the header said BYVAL X, A would still be 5.

    Local vs global variables

    A local variable 局部变量 is declared inside a subroutine and exists only while it runs. A global variable 全局变量 is declared outside and is visible everywhere. Prefer locals and parameters — heavy use of globals makes code hard to follow and test. (The region where a name is visible is its scope 作用域.)

    The one-line difference: a global variable can be accessed from anywhere in the program, a local variable only inside the subroutine that declares it. Benefits of local variables the scheme accepts: the same identifier can be used in another subroutine without a clash; the value cannot be changed accidentally by other parts of the program; the memory is released when the subroutine ends; and the subroutine is self-contained, so it can be tested on its own and reused in another program.

    A local variable is created each time the subroutine is called and destroyed when it returns, so it cannot carry a value from one call to the next. A procedure that builds up a string over repeated calls therefore needs that string to be global (or passed BYREF). If MyString is changed from a global to a local declared inside MyOutput(), every call starts with a new, empty MyString, the text added by earlier calls is lost, and the procedure "does not work as expected".

    When to use a subroutine

    Use a subroutine when:

    • the same logic appears in more than one place — write it once, call it many times.
    • a block has a clear named purpose — the name documents what it does.
    • the program is complex — break it into parts (decomposition 分解).
    • you want to test a piece in isolation.

    Don't make them so tiny that the call costs more than the work inside.

    Terminology

    • definition — the PROCEDURE ... ENDPROCEDURE (or function) block.
    • call — where it is invoked. argument — a value passed in. parameter — the variable that receives it.
    • return value — what a function passes back.
    • procedure/function header — the first line giving the name and parameters (PROCEDURE Name(params) or FUNCTION Name(params) RETURNS type).
    • procedure/function interface / signature 签名 — name + parameters + return type: what a caller must know to use it.

    Worked example. Describe each term used in the header FUNCTION Pass2(Count : INTEGER) RETURNS BOOLEAN.

    Term Meaning
    FUNCTION a subroutine that returns a value
    Pass2 the identifier used to call it
    Count the parameter: the identifier that receives the argument passed in
    INTEGER the data type of the parameter
    RETURNS BOOLEAN the data type of the value the function returns

    The two identifiers in PROCEDURE MyProc(Count : INTEGER, Message : STRING) are parameters: they receive the values passed in when the procedure is called, and are used inside it like local variables.

    To convert a procedure into a function: change PROCEDURE to FUNCTION and add RETURNS <type>; replace the OUTPUT (or the BYREF parameter that carried the result out) with a RETURN statement; and change every call so that the returned value is used, Result ← Unpack(Text) instead of CALL Unpack(Text, Result). For a "write the header" question, write the whole line: FUNCTION Calculate(Expression : STRING) RETURNS INTEGER. An array parameter is passed by reference, so a procedure that writes into an array changes the caller's array.

    When a program gains a new module, the interface is what is agreed first: the name, the parameters (how many, in what order, of what type) and the return type, plus any global data the module reads or writes. A module that sends a reminder before a due date needs the record (or its index) as a parameter and returns nothing, so it is a procedure; the main program calls it once per record.

    Writing a module for Paper 2

    Half of Paper 2 is "write pseudocode for module X". The scheme awards a mark per feature, so a module that is not finished still scores for every correct part. The parts the examiner looks for:

    1. The header, as the question describes it: PROCEDURE Name(Param : TYPE) or FUNCTION Name(Param : TYPE) RETURNS TYPE, with BYREF where the routine must change the argument.
    2. Local declarations: DECLARE every local variable with its type, and initialise counters and totals (Count ← 0).
    3. The loop that visits every element: FOR Index ← 1 TO 50 for an array whose size is given; WHILE NOT EOF(...) for a file.
    4. The condition, with the right comparison and boundary, on the right item: IF Score[Index] > Limit THEN.
    5. The update inside the branch: the count increased, the value stored, or the message output.
    6. The end: RETURN once, after the loop, in a function; ENDFUNCTION or ENDPROCEDURE; and every IF, FOR and WHILE closed.

    Worked example. A global array Score : ARRAY[1:50] OF INTEGER holds test scores. Write a function CountAbove(Limit : INTEGER) that returns how many scores are greater than Limit.

    Marks: the header with its parameter and RETURNS INTEGER; Count declared and set to 0; a loop over all 50 elements; the comparison > Limit (not >=); the count updated inside the IF; RETURN Count after the loop. The main program uses the return value in an expression or an output: OUTPUT "Above 70: ", CountAbove(70).

    Worked example. Write a function IsValid(Code : STRING) that returns TRUE when Code is two capital letters followed by four digits — the format 格式 AB1234 — and FALSE otherwise.

    The length check comes first, so MID is never asked for a position that does not exist. Validation 验证 like this returns a BOOLEAN so the caller can write IF IsValid(Entry) THEN ... ELSE OUTPUT "Invalid code" ENDIF: a message to the user is output by the caller, not by the function — a function calculates, a procedure acts.

    Worked example. Write a function IsPalindrome(Word : STRING) that returns TRUE when Word reads the same backwards, such as "RACECAR".

    Compare the characters from the two ends, moving inwards: position Index is paired with position Len - Index + 1, and only the first half needs testing.

    The same three tools — a FOR over the positions, MID(s, i, 1) to read one character, and & to build a new string — answer most string modules on Paper 2: counting how often a character occurs (IF MID(s, i, 1) = Ch THEN Count ← Count + 1), replacing every instance of a character (add either NewChar or the original character to NewString at each position), hiding all but the last four digits of a card number (add '*' for every position up to Len - 4), or writing your own MID() by joining the characters from Start to Start + Length - 1. Asking MID for a position past the end of the string is a run-time error, so check LENGTH first.

    Files. Values in variables disappear when the program ends, so a module that must keep data for the next run writes it to a file: OPENFILE "scores.txt" FOR WRITE, one WRITEFILE "scores.txt", NUM_TO_STR(Score[Index]) per line inside the loop, and CLOSEFILE "scores.txt" once, after the loop; reading back uses FOR READ, READFILE and WHILE NOT EOF("scores.txt"). Topic 10 has the full file section; here the marks are for opening in the right mode, the read or write inside the loop, and closing once after it.

    Bahasa Indonesia

    Pemrograman terstruktur membangun program dari subrutina kecil yang bernama, masing-masing dengan satu tugas.

    Prosedur

    Sebuah prosedur adalah blok bernama yang melakukan tindakan; dapat menerima parameter tetapi tidak mengembalikan nilai.

    PROCEDURE Greet(name : STRING)
        OUTPUT "Hello, ", name
    ENDPROCEDURE
    
    CALL Greet("Ada")
    

    Fungsi

    Sebuah fungsi mirip dengan prosedur tetapi mengembalikan nilai yang menjadi bagian dari ekspresi.

    FUNCTION Square(x : INTEGER) RETURNS INTEGER
        RETURN x * x
    ENDFUNCTION
    
    result ← Square(5) + 1     // result = 26
    

    Gunakan prosedur ketika subrutina melakukan tindakan; gunakan fungsi ketika menghitung nilai untuk pemanggilnya.

    Kurikulum meminta di mana dalam konstruksi algoritma masing-masing sesuai digunakan. Prosedur sesuai di mana kelompok langkah yang sama diperlukan di beberapa titik (validasi input, cetak menu, tukar dua nilai): langkah-langkah ditulis sekali dan dipanggil secara CALL oleh nama. Fungsi sesuai di mana satu nilai harus dihitung lalu digunakan dalam ekspresi — total, hasil TRUE/FALSE, bilangan lebih besar dari dua angka — karena nilai kembalian menggantikan pemanggilan: IF IsValid(Code) THEN.

    Dua panel. Prosedur: panggil Greet(Ada) melakukan tindakan dan mencetak Halo, Ada, tidak mengembalikan nilai. Fungsi: set y = Square(5) menghitung 5 kali 5 = 25, mengembalikan 25, sehingga y kemudian berisi 25
    Prosedur melakukan tindakan dan tidak mengembalikan apa-apa; fungsi mengembalikan nilai yang Anda gunakan dalam ekspresi

    Parameter

    Sebuah parameter adalah variabel yang dideklarasikan subrutina untuk menerima input; nilai yang disediakan pemanggil disebut argumen. Dua cara meneruskannya:

    • pass by value (lulus berdasarkan nilai) — rutine mendapat salinan; perubahan di dalamnya tidak mempengaruhi pemanggil. Gunakan untuk input yang hanya dibacanya.
    • pass by reference (lulus berdasarkan referensi) — rutine mendapat referensi ke variabel pemanggil; perubahan memang mempengaruhi pemanggil. Gunakan jika harus memperbarui parameter.
    Dua diagram kotak memori. Pass by value: variabel x = 5 pemanggil disalin ke kotak parameter terpisah a = 5, sehingga mengubah a meninggalkan x tetap 5. Pass by reference: parameter a adalah panah yang menunjuk ke kotak x sendiri pemanggil, sehingga mengubah a juga mengubah x
    Pass by value menyalin nilai ke kotak baru; pass by reference memungkinkan rutine mengubah variabel pemanggil sendiri
    PROCEDURE Swap(BYREF a : INTEGER, BYREF b : INTEGER)
        DECLARE temp : INTEGER
        temp ← a
        a ← b
        b ← temp
    ENDPROCEDURE
    

    Cambridge pseudocode menulis mode di header, BYVAL atau BYREF, sebelum setiap parameter. Jika keduanya tidak ditulis, BYVAL diasumsikan, jadi rutine yang harus mengubah variabel pemanggil — Swap, atau prosedur yang memperbarui total berjalan — memerlukan BYREF di header-nya.

    Contoh kerja. Apa keluarannya?

    PROCEDURE Adjust(BYREF X : INTEGER, BYVAL Y : INTEGER)
        X ← X + Y
        Y ← Y * 2
    ENDPROCEDURE
    
    A ← 5
    B ← 3
    CALL Adjust(A, B)
    OUTPUT A, B
    

    X adalah referensi ke A, jadi A menjadi 8. Y adalah salinan dari B, jadi menggandakan Y meninggalkan B pada 3. Keluaran adalah 8, 3. Jika header mengatakan BYVAL X, A akan tetap 5.

    Variabel lokal vs global

    Sebuah variabel lokal dideklarasikan di dalam subrutina dan hanya ada saat berjalan. Variabel global dideklarasikan di luar dan terlihat di mana saja. Preferkan variabel lokal dan parameter — penggunaan global yang berat membuat kode sulit diikuti dan diuji. (Daerah di mana nama terlihat adalah skop-nya.)

    Perbedaan satu baris: variabel global dapat diakses dari mana saja dalam program, variabel lokal hanya di dalam subrutina yang mendeklarasikannya. Manfaat variabel lokal yang diterima skema: pengenal yang sama dapat digunakan dalam subrutina lain tanpa bentrok; nilainya tidak dapat diubah secara tidak sengaja oleh bagian lain program; memori dilepas saat subrutina berakhir; dan subrutina mandiri, sehingga dapat diuji sendiri dan digunakan kembali dalam program lain.

    Variabel lokal dibuat setiap kali subrutina dipanggil dan dihancurkan saat kembali, jadi tidak dapat membawa nilai dari satu panggilan ke panggilan berikutnya. Prosedur yang membangun string melalui panggilan berulang maka perlu string tersebut menjadi global (atau diteruskan BYREF). Jika MyString diubah dari global menjadi lokal yang dideklarasikan di dalam MyOutput(), setiap panggilan dimulai dengan MyString baru dan kosong, teks yang ditambahkan oleh panggilan sebelumnya hilang, dan prosedur "tidak bekerja seperti yang diharapkan".

    Tiga panggilan prosedur yang sama pada garis waktu; setiap panggilan membuat kotak MyString lokalnya sendiri, baru dan kosong, yang hilang saat panggilan kembali, sementara satu kotak MyString global di atasnya mempertahankan nilainya antar panggilan
    Variabel lokal adalah kotak baru dan kosong pada setiap panggilan; hanya variabel global (atau parameter BYREF) yang menyimpan nilai antar panggilan
    Kotak luar besar berlabel skop global memegang variabel global Total, terlihat di mana saja, dan kotak dalam kecil berlabel PROCEDURE Calc, skop lokal, memegang variabel lokal temp, yang hanya ada saat Calc berjalan
    Variabel global terlihat di mana saja; variabel lokal hanya ada di dalam prosedurnya sendiri

    Kapan menggunakan subrutina

    Gunakan subrutina ketika:

    • logika yang sama muncul di lebih dari satu tempat — tulis sekali, panggil banyak kali.
    • blok memiliki tujuan bernama yang jelas — nama mendokumentasikan apa yang dilakukannya.
    • program kompleks — pecah menjadi bagian (dekomposisi).
    • Anda ingin menguji sebagian secara terpisah.

    Jangan buat terlalu kecil sehingga biaya pemanggilan lebih tinggi daripada pekerjaan di dalamnya.

    Terminologi

    • definisi — blok PROCEDURE ... ENDPROCEDURE (atau fungsi).
    • pemanggilan — di mana dipanggil. argumen — nilai yang masuk. parameter — variabel yang menerimanya.
    • nilai kembalian — apa yang dilewatkan fungsi.
    • header prosedur/fungsi — baris pertama yang memberikan nama dan parameter (PROCEDURE Name(params) atau FUNCTION Name(params) RETURNS type).
    • antarmuka/prosedur-fungsi / tanda tangan — nama + parameter + tipe kembali: apa yang harus diketahui pemanggil untuk menggunakannya.

    Contoh terpecahkan. Jelaskan setiap istilah yang digunakan dalam header FUNCTION Pass2(Count : INTEGER) RETURNS BOOLEAN.

    Istilah Makna
    FUNCTION subrutin yang mengembalikan nilai
    Pass2 pengenal yang digunakan untuk memanggilnya
    Count parameter: pengenal yang menerima argumen yang dimasukkan
    INTEGER tipe data dari parameter
    RETURNS BOOLEAN tipe data dari nilai yang dikembalikan fungsi

    Dua pengenal di PROCEDURE MyProc(Count : INTEGER, Message : STRING) adalah parameter: mereka menerima nilai yang dimasukkan ketika prosedur dipanggil, dan digunakan di dalamnya seperti variabel lokal.

    Untuk mengonversi prosedur menjadi fungsi: ubah PROCEDURE ke FUNCTION dan tambahkan RETURNS <type>; ganti OUTPUT (atau parameter BYREF yang membawa hasil keluar) dengan pernyataan RETURN; dan ubah setiap pemanggilan agar nilai yang dikembalikan digunakan, Result ← Unpack(Text) bukannya CALL Unpack(Text, Result). Untuk soal "tuliskan header", tulis seluruh baris: FUNCTION Calculate(Expression : STRING) RETURNS INTEGER. Parameter array dikirim referensi, sehingga prosedur yang menulis ke dalam array mengubah array pemanggil.

    Ketika program mendapatkan modul baru, antarmuka adalah hal yang disepakati pertama: nama, parameter (berapa banyak, urutan apa, tipenya apa) dan tipe kembali, serta data global apa pun yang dibaca atau ditulis modul tersebut. Modul yang mengirim pengingat sebelum tanggal jatuh tempo memerlukan rekaman (atau indeksnya) sebagai parameter dan tidak mengembalikan apa pun, jadi itu adalah prosedur; program utamanya memanggilnya sekali per rekaman.

    Menulis modul untuk Kertas 2

    Setengah dari Kertas 2 adalah "tulis pseudocode untuk modul X". Skema memberi poin per fitur, jadi modul yang belum selesai masih mendapat skor untuk setiap bagian yang benar. Bagian-bagian yang dilihat penguji:

    Fungsi pseudocode berannotasi, CountAbove, dengan kutipan pada setiap bagian yang mendapat nilai: header dengan parameternya dan tipe kembalinya, deklarasi lokal, total yang diinisialisasi sebelum loop, loop FOR untuk setiap elemen, kondisi IF dengan batas kanan, pembaruan di dalam IF, konstruk tertutup, dan RETURN setelah loop
    Setiap bagian jawaban modul memiliki poinnya sendiri, jadi tulis semuanya meskipun satu bagian diragukan
    1. Header, sebagaimana dijelaskan dalam soal: PROCEDURE Name(Param : TYPE) atau FUNCTION Name(Param : TYPE) RETURNS TYPE, dengan BYREF di mana rutin harus mengubah argumen.
    2. Deklarasi lokal: DECLARE setiap variabel lokal dengan tipenya, dan inisialisasi penghitung dan total (Count ← 0).
    3. Loop yang mengunjungi setiap elemen: FOR Index ← 1 TO 50 untuk array yang ukurannya diberikan; WHILE NOT EOF(...) untuk file.
    4. Kondisi, dengan perbandingan dan batas yang benar, pada item yang tepat: IF Score[Index] > Limit THEN.
    5. Pembaruan di dalam cabang: jumlah bertambah, nilai disimpan, atau pesan ditampilkan.
    6. Akhir: RETURN sekali, setelah loop, dalam fungsi; ENDFUNCTION atau ENDPROCEDURE; dan setiap IF, FOR dan WHILE ditutup.

    Contoh terpecahkan. Array global Score : ARRAY[1:50] OF INTEGER menyimpan nilai ujian. Tulislah fungsi CountAbove(Limit : INTEGER) yang mengembalikan berapa banyak nilai yang lebih besar dari Limit.

    FUNCTION CountAbove(BYVAL Limit : INTEGER) RETURNS INTEGER
        DECLARE Index, Count : INTEGER
        Count ← 0
        FOR Index ← 1 TO 50
            IF Score[Index] > Limit THEN
                Count ← Count + 1
            ENDIF
        NEXT Index
        RETURN Count
    ENDFUNCTION
    

    Nilai: header dengan parameternya dan RETURNS INTEGER; Count dideklarasikan dan diatur ke 0; loop untuk semua 50 elemen; perbandingan > Limit (bukan >=); count diperbarui di dalam IF; RETURN Count setelah loop. Program utama menggunakan nilai kembali dalam ekspresi atau output: OUTPUT "Above 70: ", CountAbove(70).

    Contoh terpecahkan. Tulislah fungsi IsValid(Code : STRING) yang mengembalikan TRUE ketika Code membaca dua huruf kapital diikuti empat digit — format AB1234 — dan FALSE sebaliknya.

    FUNCTION IsValid(BYVAL Code : STRING) RETURNS BOOLEAN
        DECLARE Index : INTEGER
        DECLARE Ch : STRING
        IF LENGTH(Code) <> 6 THEN
            RETURN FALSE
        ENDIF
        FOR Index ← 1 TO 6
            Ch ← MID(Code, Index, 1)
            IF Index <= 2 THEN
                IF Ch < "A" OR Ch > "Z" THEN
                    RETURN FALSE
                ENDIF
            ELSE
                IF Ch < "0" OR Ch > "9" THEN
                    RETURN FALSE
                ENDIF
            ENDIF
        NEXT Index
        RETURN TRUE
    ENDFUNCTION
    

    Pengecekan panjang dilakukan terlebih dahulu, sehingga MID tidak pernah diminta untuk posisi yang tidak ada. Validasi seperti ini mengembalikan BOOLEAN agar pemanggil dapat menulis IF IsValid(Entry) THEN ... ELSE OUTPUT "Invalid code" ENDIF: pesan kepada pengguna ditampilkan oleh pemanggil, bukan oleh fungsi — fungsi menghitung, prosedur bertindak.

    Contoh terpecahkan. Tulislah fungsi IsPalindrome(Word : STRING) yang mengembalikan TRUE ketika Word dibaca sama dari belakang, seperti "RACECAR".

    Bandingkan karakter dari kedua ujung, bergerak ke dalam: posisi Index berpasangan dengan posisi Len - Index + 1, dan hanya setengah pertama yang perlu diuji.

    Kata RACECAR dalam tujuh kotak bernomor; busur berpasangan posisi 1 dengan 7, 2 dengan 6 dan 3 dengan 5, berlabel posisi i dan posisi Len kurang i plus 1; karakter tengah tidak memiliki pasangan
    Pengecekan palindrom berpasangan posisi i dengan posisi Len - i + 1 dan berhenti di tengah
    FUNCTION IsPalindrome(BYVAL Word : STRING) RETURNS BOOLEAN
        DECLARE Len, Index : INTEGER
        Len ← LENGTH(Word)
        FOR Index ← 1 TO Len DIV 2
            IF MID(Word, Index, 1) <> MID(Word, Len - Index + 1, 1) THEN
                RETURN FALSE
            ENDIF
        NEXT Index
        RETURN TRUE
    ENDFUNCTION
    

    Tiga alat yang sama — iterasi FOR atas posisi, membaca satu karakter dengan MID(s, i, 1), dan membangun string baru dengan & — menjawab sebagian besar modul string pada Kertas 2: menghitung seberapa sering sebuah karakter muncul (IF MID(s, i, 1) = Ch THEN Count ← Count + 1), mengganti setiap kemunculan karakter (tambahkanevent NewChar atau karakter asli ke NewString di setiap posisi), menyembunyikan semua kecuali empat digit terakhir nomor kartu (tambahkan '*' untuk setiap posisi hingga Len - 4), atau menulis fungsi MID() Anda sendiri dengan menggabungkan karakter dari Start hingga Start + Length - 1. Meminta MID untuk posisi melewati akhir string adalah kesalahan waktu berjalan, jadi periksa LENGTH terlebih dahulu.

    File. Nilai dalam variabel hilang ketika program berakhir, sehingga modul yang harus menyimpan data untuk menjalankan berikutnya menuliskannya ke file: OPENFILE "scores.txt" FOR WRITE, satu WRITEFILE "scores.txt", NUM_TO_STR(Score[Index]) per baris di dalam loop, dan CLOSEFILE "scores.txt" sekali, setelah loop; membaca kembali menggunakan FOR READ, READFILE, dan WHILE NOT EOF("scores.txt"). Topik 10 memiliki bagian lengkap tentang file; di sini nilainya untuk membuka dalam mode yang benar, baca atau tulis di dalam loop, dan menutup sekali setelahnya.

    Explore · ⁨Jelajahi⁩

    The call stack: push on call, pop on return · ⁨Tumpukan panggilan: push saat dipanggil, pop saat dikembalikan⁩

    Calling a subroutine pushes a new frame on top; returning pops it and hands a value back to the caller. The call that is running is always the frame on top. · ⁨Memanggil subrutina mendorong bingkai baru ke atas; mengembalikan memunculkan bingkai tersebut dan memberikan nilai kembali kepada pemanggil. Panggilan yang sedang berjalan selalu merupakan bingkai di posisi teratas.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    procedure/prəˈsiːdʒə/ prosedur
    structured programming/ˈstrʌktʃəd ˈprəʊɡræmɪŋ/ pemrograman terstruktur
    subroutines/ˈsʌbruːtiːnz/ subrutin
    return value/rɪˈtɜːn ˈvæljuː/ nilai kembalian
    arguments/ˈɑːɡjuːmənts/ argumen
    pass by value/pæs baɪ ˈvæljuː/ lulus dengan nilai
    pass by reference/pæs baɪ ˈrefrəns/ lulus dengan referensi
    global variable/ˈɡləʊbl ˈveərɪəbl/ variabel global
    local variable/ˈləʊkl ˈveərɪəbl/ variabel lokal
    scope/skəʊp/ scope
    decomposition/ˌdiːkɒmpəˈzɪʃn/ dekomposisi
    signature/ˈsɪɡnɪtʃə/ tanda tangan
    format/ˈfɔːmæt/ format
    Validation/ˌvælɪˈdeɪʃn/ Validasi
    run-time error/rʌn taɪm ˈerə/ kesalahan masa jalan
    invariant/ɪnˈveərɪənt/ invarian
    linear search/ˈlɪnɪə sɜːtʃ/ pencarian linear
    syntax error/ˈsɪntæks ˈerə/ kesalahan sintaksis
    11.3

    Writing efficient pseudocode · ⁨Menulis pseudocode yang efisien⁩

    English

    Three features that make pseudocode easier to understand — the answer to a "state three features" question — are meaningful identifiers (Total, not t), indentation of the statements inside each construct, and comments (// ...) that explain the purpose; keywords in capitals, one statement per line and blank lines between sections are also accepted. Efficient pseudocode goes further:

    • move invariants out of loops — if a value (an invariant 不变量) does not change with the loop counter, compute it once before the loop.
    • exit a loop early when the answer is found (stop a linear search 线性查找 as soon as the target appears).
    • avoid redundant work — store a result and reuse it instead of recomputing.
    • choose the right data structure — an array beats many separate variables when the items belong together.
    • replace deep nested IFs with CASE when testing one value against many.
    • comment the intent, not the mechanics (// validate the postcode, not // loop 6 times).
    • use meaningful names (numberOfPupils, not n) and initialise variables before use.
    Bahasa Indonesia

    Tiga ciri yang membuat pseudokode lebih mudah dipahami — jawaban untuk pertanyaan "sebutkan tiga ciri" — adalah pengenal bermakna (Total, bukan t), indentasi pada pernyataan di dalam setiap struktur, dan komentar (// ...) yang menjelaskan tujuan; kata kunci dalam huruf kapital, satu pernyataan per baris, dan baris kosong antar bagian juga diterima. Pseudokode yang efisien melangkah lebih jauh:

    • pindahkan invarian keluar dari loop — jika sebuah nilai (invarian) tidak berubah seiring penghitung loop, hitung sekali sebelum loop.
    • keluar dari loop lebih awal ketika jawaban ditemukan (hentikan pencarian linear segera setelah target muncul).
    • hindari pekerjaan redundan — simpan hasil dan gunakan kembali alih-alih menghitung ulang.
    • pilih struktur data yang tepat — array mengalahkan banyak variabel terpisah ketika item-item tersebut saling terkait.
    • ganti IF bertingkat dalam dengan CASE saat menguji satu nilai terhadap banyak kemungkinan.
    • beri komentar tentang niat, bukan mekanisme (// validate the postcode, bukan // loop 6 times).
    • gunakan nama yang bermakna (numberOfPupils, bukan n) dan inisialisasi variabel sebelum digunakan.
    Pindahkan pekerjaan yang tidak pernah berubah keluar dari loop, agar berjalan sekali alih-alih setiap kali iterasi
    Pindahkan pekerjaan yang tidak berubah keluar dari loop agar berjalan sekali
    11.3

    Testing and errors · ⁨Pengujian dan kesalahan⁩

    English

    Three kinds of error, each found in a different way:

    Error What it is Example Found by
    syntax error 语法错误 a statement that breaks the rules of the language a missing ENDIF; OUTPT "Hi" the translator, before the program runs
    run-time error 运行时错误 the program runs, but a statement cannot be carried out division by zero; an array index of 0 or 51; a function called with an invalid parameter; a loop that never ends, so the program "freezes" while running: the program stops or hangs
    logic error the program runs to the end, but the output is wrong > where >= was needed; a total never set to 0 testing with a trace table and chosen test data

    An IDE 集成开发环境 helps find the last two: a breakpoint 断点 stops the program at a chosen line; single stepping 单步执行 then runs one statement at a time; and the report (or watch) window shows the value of each variable at that moment, so the line where a value goes wrong is seen directly. Test methods and test data are in topic 12.

    Bahasa Indonesia

    Tiga jenis kesalahan, masing-masing ditemukan dengan cara berbeda:

    Kesalahan Apa itu Contoh Ditemukan oleh
    kesalahan sintaks pernyataan yang melanggar aturan bahasa semicolon yang hilang ENDIF; OUTPT "Hi" penerjemah, sebelum program dijalankan
    kesalahan waktu menjalankan program berjalan, tetapi pernyataan tidak dapat dieksekusi pembagian dengan nol; indeks array 0 atau 51; fungsi dipanggil dengan parameter tidak valid; loop yang tidak pernah berakhir, sehingga program "terkunci" saat berjalan: program berhenti atau macet
    kesalahan logika program berjalan hingga selesai, tetapi outputnya salah > di mana seharusnya >=; total tidak pernah diset ke 0 pengujian dengan tabel pelacakan dan data uji yang dipilih

    Sebuah IDE membantu menemukan dua kesalahan terakhir: titik henti menghentikan program pada baris yang dipilih; langkah tunggal kemudian menjalankan satu pernyataan sekaligus; dan jendela laporan (atau pemantauan) menunjukkan nilai setiap variabel pada saat itu, sehingga baris di mana nilai menjadi salah terlihat langsung. Metode pengujian dan data uji ada di topik 12.

    11.3

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly.

    Term Definition
    procedure a subroutine that carries out a task (a sequence of steps) and does not return a value; it is called with CALL
    function a subroutine that returns a single value to the point where it was called, so it can be used in an expression
    parameter the identifier in a subroutine header that receives a value or a reference when the subroutine is called
    argument the value (or variable) supplied in the call, matched to a parameter
    passing by value a copy of the argument's value is given to the subroutine, so changes inside it do not affect the original variable
    passing by reference the address of the variable is given to the subroutine, so changes inside it change the original variable
    header the first line of a subroutine definition: its name, its parameters and, for a function, its return type
    interface what a calling program must know to use a subroutine: its name, its parameters (number, order, type) and its return type
    return value the value a function passes back to the expression that called it
    local variable declared inside a subroutine; it exists only while the subroutine runs and can be used only inside it
    global variable declared outside every subroutine; it can be used anywhere in the program
    count-controlled loop repeats a fixed number of times, controlled by a counter (FOR ... NEXT)
    pre-condition loop tests its condition before each iteration, so the body may never run (WHILE ... ENDWHILE)
    post-condition loop tests its condition after each iteration, so the body runs at least once (REPEAT ... UNTIL)
    constant a named value that cannot change while the program runs
    subroutine a self-contained block of code that performs a task and is called by name: a procedure or a function
    library routine a subroutine that has already been written and tested, and is available to be called from a program
    Bahasa Indonesia

    Pertanyaan definisi dinilai berdasarkan kata-kata tetap. Hafalkan ini persis.

    Istilah Definisi
    prosedur subrutin yang melakukan tugas (urutan langkah) dan tidak mengembalikan nilai; dipanggil dengan CALL
    fungsi subrutin yang mengembalikan satu nilai ke titik pemanggilannya, sehingga dapat digunakan dalam ekspresi
    parameter pengenal dalam header subrutin yang menerima nilai atau referensi saat subrutin dipanggil
    argumen nilai (atau variabel) yang diberikan dalam pemanggilan, cocok dengan parameter
    pengiriman berdasarkan nilai salinan nilai argumen diberikan kepada subrutin, sehingga perubahan di dalamnya tidak memengaruhi variabel asli
    pengiriman berdasarkan referensi alamat variabel diberikan kepada subrutin, sehingga perubahan di dalamnya mengubah variabel asli
    header baris pertama definisi subrutin: namanya, parameternya, dan, untuk fungsi, tipe kembalinya
    antarmuka apa yang harus diketahui program Caller untuk menggunakan subrutin: namanya, parameternya (jumlah, urutan, tipe), dan tipe kembalinya
    nilai kembalian nilai yang dilemparkan fungsi kembali ke ekspresi yang memanggilnya
    variabel lokal dideklarasikan di dalam subrutin; hanya ada selama subrutin berjalan dan hanya dapat digunakan di dalamnya
    variabel global dideklarasikan di luar semua subrutin; dapat digunakan di mana saja dalam program
    loop terkontrol jumlah mengulang sejumlah kali tetap, dikendalikan oleh penghitung (FOR ... NEXT)
    loop pra-kondisi menguji kondisinya sebelum setiap iterasi, sehingga tubuh mungkin tidak pernah berjalan (WHILE ... ENDWHILE)
    loop pasca-kondisi menguji kondisinya setelah setiap iterasi, sehingga tubuh berjalan setidaknya sekali (REPEAT ... UNTIL)
    konstanta nilai bernama yang tidak dapat berubah selama program berjalan
    subrutin blok kode mandiri yang melakukan tugas dan dipanggil dengan nama: prosedur atau fungsi
    rutinitas perpustakaan subrutin yang sudah ditulis dan diuji, serta tersedia untuk dipanggil dari program
    11.3

    Exam tips · ⁨Tips ujian⁩

    English
    • Distinguish a procedure (no return value) from a function (returns a value); know pass by value vs by reference.
    • Choose the right loop: count-controlled (FOR) when the number of repeats is known, condition-controlled (WHILE/REPEAT) otherwise.
    • Distinguish local vs global variables and scope; prefer local variables in reusable modules.
    • Use the insert's exact routine names and parameter order. VAL and STR are IGCSE names and score nothing; UCASE and LCASE are real 9618 routines from the Pseudocode Guide but act on one character, so on Paper 2 a whole string takes TO_UPPER or TO_LOWER.
    • In a "write pseudocode" answer the header, the declarations, the loop, the condition, the update and the RETURN each carry a mark: write all six parts, even if one is uncertain.

    Common mistakes

    • Calling a function and not using what it returns. Assign the result, or use it in the expression or output: Sorted ← BubbleSort(MyArray, 7).
    • Passing a length one out: 6 for a seven-element array, or the last index where the length was wanted. Decide whether the parameter is a length or an index, and check that the last element is visited.
    • Closing a file inside the loop that reads it. Open once, close once, after the loop.
    • Using the input as a filename directly. Add the extension the question gave: FileName ← Choice & ".txt".
    • Leaving constructs open. Every IF needs its ENDIF, every FOR its NEXT, every WHILE its ENDWHILE, and every function its RETURN; the scheme has a mark for it.
    • Wrong boundaries: > for "at least" (which is >=), or a FOR that starts at 0 for an array declared [1:50].
    • A counter or total that is never set to 0 before the loop.
    • In a trace table, rewriting every variable on every row, or changing a value before the statement that changes it has run.
    • Half a condition: IF x = 3 OR 4 — each side of OR and AND must be a complete comparison. And + does not join strings; & does.
    • Declaring as local a value that must survive between calls. A running total or a string built up over several calls is global or BYREF.
    Bahasa Indonesia
    • Bedakan prosedur (tidak ada nilai kembalian) dari fungsi (mengembalikan nilai); pahami pengiriman berdasarkan nilai vs berdasarkan referensi.
    • Pilih loop yang tepat: terkontrol jumlah (FOR) ketika jumlah pengulangan diketahui, terkontrol kondisi (WHILE/REPEAT)page.
    • Bedakan variabel lokal vs global dan jangkauan; preferensikan variabel lokal dalam modul yang dapat digunakan kembali.
    • Gunakan nama rutin dan urutan parameter persis sesuai instruksi. VAL dan STR adalah nama IGCSE dan tidak memberikan skor; UCASE dan LCASE adalah rutin nyata 9618 dari Panduan Pseudokode tetapi bekerja pada satu karakter, jadi pada Kertas 2 seluruh string memerlukan TO_UPPER atau TO_LOWER.
    • Dalam jawaban "tulis pseudokode", header, deklarasi, loop, kondisi, pembaruan, dan RETURN masing-masing mendapatkan satu poin: tulis keenam bagian, bahkan jika salah satu belum pasti.

    Kesalahan umum

    • Memanggil fungsi dan tidak menggunakan nilai kembaliannya. Tetapkan hasilnya, atau gunakan dalam ekspresi atau output: Sorted ← BubbleSort(MyArray, 7).
    • Mengirim panjang satu terlalu banyak: 6 untuk array tujuh elemen, atau indeks terakhir di mana panjang diminta. Tentukan apakah parameternya adalah panjang atau indeks, dan pastikan elemen terakhir dikunjungi.
    • Menutup file di dalam loop yang membacanya. Buka sekali, tutup sekali, setelah loop.
    • Menggunakan input sebagai nama file secara langsung. Tambahkan ekstensi yang diberikan soal: FileName ← Choice & ".txt".
    • Meninggalkan konstruk terbuka. Setiap IF membutuhkan ENDIF, setiap FOR membutuhkan NEXT, setiap WHILE membutuhkan ENDWHILE, dan setiap fungsi membutuhkan RETURN; skema ini memberikan nilai poin untuk hal tersebut.
    • Batas yang salah: menggunakan > untuk "paling sedikit" (yang seharusnya >=), atau menggunakan FOR yang dimulai dari 0 untuk array yang dideklarasikan [1:50].
    • Counter atau total yang tidak pernah diatur ke 0 sebelum perulangan.
    • Dalam tabel jejak, menulis ulang setiap variabel di setiap baris, atau mengubah nilai sebelum pernyataan yang mengubah nilainya berjalan.
    • Separuh kondisi: IF x = 3 OR 4 — setiap sisi OR dan AND harus merupakan perbandingan lengkap. Dan + tidak menggabungkan string; & yang melakukannya.
    • Mendeklarasikan sebagai lokal nilai yang harus bertahan antar panggilan. Total berjalan atau string yang dibangun selama beberapa panggilan bersifat global atau BYREF.
  • 12

    Software Development · ⁨Pengembangan Perangkat Lunak⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    12.1

    Program development life cycle · ⁨Siklus hidup pengembangan program⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the purpose of a development life cycle
    Show understanding of the need for different development life cycles depending on the program being developed Including: waterfall, iterative, rapid application development (RAD)
    Describe the principles, benefits and drawbacks of each type of life cycle
    Show understanding of the analysis, design, coding, testing and maintenance stages in the program development life cycle
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang tujuan siklus pengembangan
    Tunjukkan pemahaman tentang kebutuhan berbagai siklus pengembangan tergantung pada program yang dikembangkan Termasuk: waterfall, iteratif, pengembangan aplikasi cepat (RAD)
    Deskripsikan prinsip, manfaat, dan kekurangan dari setiap jenis siklus hidup
    Tunjukkan pemahaman tentang tahap analisis, desain, pemrograman, pengujian, dan pemeliharaan dalam siklus pengembangan program

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    A development life cycle 开发生命周期 is the set of stages from idea to finished, maintained software. It exists to plan, manage and control a project — to build the right product, on time, with good quality.

    Why a life cycle is needed

    The examiner's list for "the purpose of a development life cycle": it breaks a large project into stages that can be planned and managed; it makes sure the requirements are found and agreed before design and coding begin; it builds in testing and documentation rather than leaving them to the end; it lets the team track progress against milestones and manage risk; and it gives the customer defined points at which to review the work. Without one, a team codes first and discovers late that it built the wrong thing.

    Why there are different ones

    No single life cycle fits every project, so several development life cycles exist. The choice depends on the size and complexity, how clear the requirements 需求 are at the start, how much change is expected, the risk level, the team, and the deadline.

    Common models

    • Waterfall 瀑布模型 — a linear sequence (Analysis → Design → Coding → Testing → Maintenance), each stage finished before the next. Clear and well-documented; good for stable requirements, but poor at coping with mid-project change, and the customer sees nothing working until the end.
    • Iterative model 迭代模型 — repeated passes, each producing a partial version that is reviewed and refined. Catches problems earlier; good when requirements are discovered over time, but harder to estimate.
    • Rapid Application Development 快速应用开发 (RAD) — heavy use of a prototype 原型 and user feedback. Very fast first delivery; good for changing requirements, but depends on user availability and suits smaller systems.
    • Agile 敏捷 — short iterations ("sprints"), constant collaboration and testing. Flexible and adaptive, but needs a committed customer and a skilled team.

    Principles, benefits and drawbacks — as the mark scheme lists them.

    Model Principle Benefits Drawbacks
    waterfall the stages run in a fixed order, each completed and signed off before the next starts; going back means restarting the sequence simple to manage; every stage is fully documented; requirements are fixed early, so costs and dates can be estimated inflexible once a stage is finished; no working software until late; a mistake in analysis is expensive to fix later; the customer cannot see progress
    iterative a small working version is built first, then repeatedly improved through further versions until complete working software early and often; problems found in early versions; the customer's feedback shapes each version; requirements can change hard to estimate the total time and cost; repeated testing costs effort; needs the customer to be available; can drift if versions are not planned
    RAD prototypes of parts of the system are built quickly and refined with the user until accepted, often in parallel by several teams very fast delivery of a first version; the user is involved throughout, so the product fits their needs; changes are easy to absorb needs skilled developers and committed users; documentation is weak; less suited to large or safety-critical systems

    Worked example. A company must be the first to launch a website for a new games console, and the design will change as the console's features are announced. Name the most suitable life cycle and justify it.

    RAD. A prototype of the site can be built and shown to the users within days, and refined as the requirements change; the site is small enough for a prototype-driven approach, and speed of delivery is the main requirement. Waterfall would fix the requirements before any page was built and deliver nothing until the end.

    The standard stages

    Each stage has a purpose, an output and typical activities — a "describe the … stage" question wants two or three of these.

    • analysis — find out what the program must do. Activities: interviews, questionnaires and observation of the current system; a feasibility study; agreeing the requirements specification, which every later stage is checked against.
    • design — decide how it will do it. Outputs: the structure chart (modules and parameters), flowcharts or pseudocode for each module, identifier tables and data structures, screen and file layouts, and the test plan written now, from the specification, before any code exists.
    • coding (implementation 实现) — write the program in a high-level language, module by module, following the design; each module is tested as it is written.
    • testing — run the program against the test plan (normal, abnormal, extreme and boundary data) and correct the errors found; integration, alpha, beta and acceptance testing follow.
    • maintenance 维护 — after release, correct faults, adapt the program to new hardware, software or law, and improve it (see below).

    Worked example. Complete the waterfall diagram Analysis → ? → ? → ? → Maintenance and describe what happens at the design stage.

    The missing stages are Design, Coding, Testing. At the design stage the requirements are turned into a plan for the program: the problem is decomposed into modules (a structure chart), the algorithm for each module is written as pseudocode or a flowchart, the data structures and identifiers are chosen, the screens and files are laid out, and the test plan is written from the specification.

    Bahasa Indonesia

    Siklus hidup pengembangan adalah serangkaian tahap dari ide hingga perangkat lunak jadi yang terawat. Tujuannya adalah untuk merencanakan, mengelola, dan mengendalikan sebuah proyek — yaitu membangun produk yang tepat, tepat waktu, dengan kualitas baik.

    Tim perangkat lunak yang sedang berkolaborasi di sekitar meja
    Perangkat lunak dibangun oleh tim yang mengikuti siklus hidup pengembangan agar tetap terkoordinasi

    Diagram alir dengan terminator, kotak proses, dan belah ketupat keputusan *Diagram alir merencanakan logika program selama tahap desain dalam siklus tersebut

    Mengapa siklus hidup diperlukan

    Daftar penguji untuk "tujuan siklus hidup pengembangan": memecah proyek besar menjadi tahap-tahap yang dapat direncanakan dan dikelola; memastikan kebutuhan ditemukan dan disepakati sebelum desain dan pengkodean dimulai; menyertakan pengujian dan dokumentasi daripada meninggalkannya hingga akhir; memungkinkan tim melacak kemajuan terhadap titik penting dan mengelola risiko; serta memberikan pelanggan titik-titik terdefinisi untuk meninjau pekerjaan. Tanpa satu pun itu, tim akan mulai mengode terlebih dahulu dan baru menyadari terlambat bahwa mereka telah membangun sesuatu yang salah.

    Mengapa ada berbagai jenisnya

    Tidak ada satu siklus hidup pun yang cocok untuk setiap proyek, sehingga terdapat banyak siklus hidup pengembangan. Pilihannya bergantung pada ukuran dan kompleksitas, seberapa jelas kebutuhan di awal, seberapa banyak perubahan yang diharapkan, tingkat risiko, tim, dan tenggat waktu.

    Model-model umum

    • Waterfall — urutan linear (Analisis → Desain → Pengkodean → Pengujian → Pemeliharaan), setiap tahap selesai sebelum tahap berikutnya dimulai. Jelas dan terdokumentasi dengan baik; baik untuk kebutuhan yang stabil, tetapi buruk dalam menghadapi perubahan di tengah proyek, dan pelanggan tidak melihat apa pun yang berfungsi hingga akhirnya.
    • Model iteratif — perjalanan berulang, setiap putaran menghasilkan versi parsial yang ditinjau dan disempurnakan. Menangkap masalah lebih awal; baik ketika kebutuhan ditemukan seiring berjalannya waktu, tetapi lebih sulit untuk diestimasi.
    • Pengembangan Aplikasi Cepat (RAD) — penggunaan intensif prototipe dan umpan balik pengguna. Pengiriman pertama sangat cepat; baik untuk kebutuhan yang berubah, tetapi bergantung pada ketersediaan pengguna dan cocok untuk sistem yang lebih kecil.
    • Agile — iterasi pendek ("sprint"), kolaborasi dan pengujian yang konstan. Fleksibel dan adaptif, tetapi membutuhkan pelanggan yang berkomitmen dan tim yang terampil.

    Lima kotak (Analisis, Desain, Pengkodean, Pengujian, Pemeliharaan) yang mengalir ke bawah, masing-masing menuju tahap berikutnya *Model waterfall: setiap tahap selesai sebelum tahap berikutnya dimulai

    Siklus Desain-Bangun-Uji-Tinjau dengan loop pengulangan kembali ke Desain, dan bilah versi yang semakin tinggi setiap putarannya hingga selesai *Model iteratif: perjalanan berulang menyempurnakan program

    Tiga bagian dibangun secara paralel sebagai prototipe yang disempurnakan dengan umpan balik pengguna, lalu digabungkan menjadi sistem akhir *Pengembangan aplikasi cepat: tim bekerja pada bagian-bagian secara paralel

    Prinsip, manfaat, dan kekurangan — seperti yang terdaftar dalam skema pemarkahan.

    Model Prinsip Manfaat Kekurangan
    waterfall tahap-tahap berjalan dalam urutan tetap, masing-masing diselesaikan dan disetujui sebelum tahap berikutnya dimulai; kembali berarti memulai kembali urutan sederhana dikelola; setiap tahap terdokumentasi sepenuhnya; kebutuhan ditetapkan sejak dini, sehingga biaya dan tanggal dapat diestimasi kaku setelah tahap selesai; tidak ada perangkat lunak yang berfungsi hingga terlambat; kesalahan dalam analisis mahal diperbaiki kemudian; pelanggan tidak dapat melihat kemajuan
    iterative versi kerja kecil dibangun terlebih dahulu, lalu terus ditingkatkan melalui versi selanjutnya hingga selesai perangkat lunak berfungsi awal dan sering kali; masalah ditemukan dalam versi awal; umpan balik pelanggan membentuk setiap versi; kebutuhan dapat berubah sulit mengestimasi total waktu dan biaya; pengujian berulang memakan usaha; membutuhkan pelanggan tersedia; dapat melenceng jika versi tidak direncanakan
    RAD prototipe dari bagian-bagian sistem dibangun dengan cepat dan disempurnakan bersama pengguna hingga diterima, sering kali secara paralel oleh beberapa tim pengiriman versi pertama sangat cepat; pengguna terlibat sepanjang proses, sehingga produk sesuai dengan kebutuhan mereka; perubahan mudah diserap membutuhkan pengembang terampil dan pengguna yang berkomitmen; dokumentasi lemah; kurang cocok untuk sistem besar atau yang kritis terhadap keselamatan

    Contoh soal. Sebuah perusahaan harus menjadi yang pertama meluncurkan situs web untuk konsol game baru, dan desainnya akan berubah saat fitur konsol diumumkan. Sebutkan siklus hidup yang paling sesuai dan berikan alasannya.

    RAD. Prototipe situs dapat dibangun dan ditampilkan kepada pengguna dalam hitungan hari, dan disempurnakan seiring perubahan kebutuhan; situsnya cukup kecil untuk pendekatan berbasis prototipe, dan kecepatan pengiriman adalah persyaratan utama. Waterfall akan menetapkan kebutuhan sebelum halaman mana pun dibangun dan tidak akan mengirimkan apa pun hingga akhir.

    Tahap-tahap standar

    Setiap tahap memiliki tujuan, keluaran, dan aktivitas典型 — pertanyaan "deskripsikan tahap …" menginginkan dua atau tiga dari hal-hal ini.

    • analisis — tentukan apa yang harus dilakukan program. Kegiatan: wawancara, kuesioner dan pengamatan sistem saat ini; studi kelayakan; persetujuan spesifikasi kebutuhan, yang menjadi acuan pengecekan pada setiap tahap selanjutnya.
    • desain — tentukan bagaimana hal itu akan dilakukan. Output: diagram struktur (modul dan parameter), flowchart atau pseudocode untuk setiap modul, tabel identifikasi dan struktur data, tata letak layar dan file, serta rencana uji yang ditulis sekarang, berdasarkan spesifikasi, sebelum kode dibuat.
    • pengkodean (implementasi) — tulis program dalam bahasa tingkat tinggi, modul per modul, mengikuti desain; setiap modul diuji saat ditulis.
    • pengujian — jalankan program sesuai rencana uji (data normal, tidak normal, ekstrem dan batas) dan perbaiki kesalahan yang ditemukan; pengujian integrasi, alpha, beta dan penerimaan mengikuti tahap ini.
    • pemeliharaan — setelah rilis, perbaiki cacat, sesuaikan program dengan perangkat keras, perangkat lunak atau undang-undang baru, dan tingkatkan performanya (lihat di bawah).

    Contoh pengerjaan. Lengkapi diagram waterfall Analisis → ? → ? → ? → Pemeliharaan dan jelaskan apa yang terjadi pada tahap desain.

    Tahap yang hilang adalah Desain, Pengkodean, Pengujian. Pada tahap desain, kebutuhan diubah menjadi rencana program: masalah diuraikan menjadi modul-modul (diagram struktur), algoritma untuk setiap modul ditulis sebagai pseudocode atau flowchart, struktur data dan identifikasi dipilih, layar dan file ditata, dan rencana uji ditulis berdasarkan spesifikasi.

    Explore · ⁨Jelajahi⁩

    The program development life cycle · ⁨Siklus hidup pengembangan perangkat lunak⁩

    Step through the stages every project passes through. Getting the requirements right in analysis matters most — a mistake caught in testing is far costlier to fix than one caught early. · ⁨Melalui tahap-tahap yang dilalui setiap proyek. Mendapatkan persyaratan yang tepat dalam analisis sangat penting — kesalahan yang tertangkap saat pengujian jauh lebih mahal diperbaiki daripada yang tertangkap sejak dini.⁩

    Explore · ⁨Jelajahi⁩

    Software process lab · ⁨Lab proses perangkat lunak⁩

    Classify development examples by the stage or tool they belong to. · ⁨Klasifikasikan contoh pengembangan berdasarkan tahap atau alat yang dimilikinya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    development life cycle/dɪˈveləpmənt laɪf ˈsaɪkl/ siklus hidup pengembangan
    requirements/rɪˈkwaɪəmənts/ persyaratan
    waterfall/ˈwɔːtəfɔːl/ air terjun
    iterative model/ˈɪtərətɪv ˈmɒdl/ model iteratif
    Rapid Application Development/ˈræpɪd ˌæplɪˈkeɪʃn dɪˈveləpmənt/ Pengembangan Aplikasi Cepat
    prototype/ˈprəʊtəʊtaɪp/ prototipe
    Agile/ˈædʒaɪl/ Agile
    pseudocode/ˈsuːdəʊkəʊd/ pseudocode
    test plan/test plæn/ rencana pengujian
    implementation/ˌɪmplɪmənˈteɪʃn/ implementasi
    boundary data/ˈbaʊndəri ˈdeɪtə/ data batas
    acceptance testing/əkˈseptəns ˈtestɪŋ/ ujian penerimaan
    hierarchical decomposition/haɪəˈrɑːkɪkl ˌdiːkɒmpəˈzɪʃn/ dekomposisi hierarkis
    decomposition/ˌdiːkɒmpəˈzɪʃn/ dekomposisi
    subroutines/ˈsʌbruːtiːnz/ subrutin
    state-transition diagram/steɪt trænˈsɪʃn ˈdaɪəɡræm/ diagram transisi keadaan
    states/steɪts/ menyatakan
    syntax error/ˈsɪntæks ˈerə/ kesalahan sintaksis
    run-time error/rʌn taɪm ˈerə/ kesalahan masa jalan
    logic error/ˈlɒdʒɪk ˈerə/ kesalahan logika
    dry run/draɪ rʌn/ jalur kering
    trace table/treɪs ˈteɪbl/ tabel jejak
    12.2

    Program design tools · ⁨Alat desain program⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Use a structure chart to decompose a problem into sub-tasks and express the parameters passed between the various modules/procedures/functions which are part of the algorithm design Describe the purpose of a structure chart Construct a structure chart for a given problem Derive equivalent pseudocode from a structure chart
    Show understanding of the purpose of state-transition diagrams to document an algorithm
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Gunakan bagan struktur untuk menguraikan masalah menjadi sub-tugas dan menyatakan parameter yang dilewatkan antar modul/prosedur/fungsi yang merupakan bagian dari desain algoritma Jelaskan tujuan dari bagan struktur. Bangun bagan struktur untuk masalah yang diberikan. Turunkan pseudocode ekuivalen dari bagan struktur
    Tunjukkan pemahaman tentang tujuan diagram transisi keadaan untuk mendokumentasikan algoritma

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    Structure chart

    A structure chart 结构图 shows the hierarchical decomposition 分解 of a program into modules (subroutines 子程序) and the parameters 参数 passed between them. Each module is a rectangle; lines link caller (above) to callee (below); small arrows show data going down and results coming back up. The design can then be turned into equivalent pseudocode 伪代码.

    It is a design-stage tool, and you can read the procedure signatures off it.

    The symbols the examiner asks about. A box is a module; a line links a caller (above) to the modules it calls (below), read left to right in the order they are called. A small arrow with an open circle at its tail is a data couple — a parameter passed down into a module or a value returned up; an arrow with a filled circle is a control couple, a flag (usually BOOLEAN) that tells the caller what happened. A diamond at a branch means selection: only one of the modules below it is called, depending on a condition. A curved arrow sweeping across the links means iteration: the modules under it are called repeatedly in a loop.

    Worked example. Four modules are defined as PROCEDURE Main(), PROCEDURE ReadData(BYREF Count : INTEGER), FUNCTION IsValid(Value : INTEGER) RETURNS BOOLEAN and PROCEDURE Report(Total : INTEGER, Count : INTEGER). Main calls ReadData, then calls IsValid once for each value read, then calls Report. Describe the structure chart.

    Main at the top; ReadData, IsValid and Report in a row beneath it, left to right in calling order. On the ReadData link an upward data couple Count (a BYREF parameter comes back). On the IsValid link a downward data couple Value and an upward control couple (the BOOLEAN result), with a curved iteration arrow across that link because it is called for each value. On the Report link two downward data couples, Total and Count. Reading the other way, a function is any module that returns a value — its header needs RETURNS and the returned type.

    State-transition diagram

    A state-transition diagram 状态转换图 shows the states 状态 a system can be in and the events that move it between them — good for vending machines, traffic lights, user interfaces. State-transition diagrams are used to document the behaviour of an algorithm or system. Each state is a circle; each transition is an arrow labelled with the event.

    It makes missing transitions easy to spot ("what if a second coin is inserted while awaiting selection?").

    Reading and drawing one. Each transition is labelled input | output (or condition | action): what happened, then what the system does as it changes state. A question gives a table of current state, input, output, next state and asks for the diagram, or the reverse — every row of the table is exactly one arrow. Check that every state has an arrow leaving it for every input that can occur, including the ones that leave the state unchanged (an arrow that loops back to the same state).

    Worked example. A pump controller has states pump off and pump on. In pump off, the input low level detected produces the output activate pump and moves to pump on; in pump on, normal level detected produces deactivate pump and moves to pump off. Any other input leaves the state unchanged. Draw the table.

    Current state Input Output Next state
    pump off low level detected activate pump pump on
    pump off normal level detected — pump off
    pump on normal level detected deactivate pump pump off
    pump on low level detected — pump on

    The two "no change" rows become loop arrows on the diagram; leaving them out loses the mark for completeness.

    Bahasa Indonesia

    Diagram struktur

    Sebuah diagram struktur menunjukkan dekomposisi hierarkis dari sebuah program ke dalam modul-modul (subrutin) dan parameter yang dilewatkan di antaranya. Setiap modul berupa persegi panjang; garis menghubungkan pemanggil (atas) ke yang dipanggil (bawah); panah kecil menunjukkan data turun dan hasil naik kembali. Desain kemudian dapat dikonversi menjadi pseudocode yang setara.

                    CalculatePay
                /        |         \
           GetEmployee  CalculateBonus  CalculateTax
           Returns:     Takes: sales    Takes: gross
           employeeID   Returns: bonus  Returns: tax
    

    Ini adalah alat pada tahap desain, dan Anda dapat membaca tanda tangan prosedur darinya.

    Diagram struktur dengan Convert temperature di atas dan modul INPUT, Convert to Celsius, serta OUTPUT di bawahnya, dengan parameter temperature pada tautannya
    Diagram struktur: modul-modul dengan parameter yang dilewatkan di antaranya

    Simbol yang ditanyakan penguji. Kotak adalah modul; garis menghubungkan pemanggil (atas) ke modul yang dipanggilnya (bawah), dibaca dari kiri ke kanan sesuai urutan pemanggilan. Panah kecil dengan lingkaran terbuka di pangkalnya adalah pasangan data — parameter yang dikirim turun ke dalam modul atau nilai yang dikembalikan naik; panah dengan lingkaran terisi adalah pasangan kontrol, yaitu flag (biasanya BOOLEAN) yang memberi tahu pemanggil apa yang telah terjadi. Berlian pada percabangan berarti pemilihan: hanya satu dari modul-modul di bawahnya yang dipanggil, tergantung pada suatu kondisi. Panah melengkung yang menyapu tautan-tautan menandakan iterasi: modul-modul di bawahnya dipanggil berulang kali dalam sebuah loop.

    Diagram struktur yang menampilkan setiap simbol: kotak modul, garis pemanggil, pasangan data lingkaran terbuka yang membawa ID item ke bawah, pasangan kontrol lingkaran terisi yang mengembalikan flag stok tersedia ke atas, berlian pemilihan antara Print invoice dan Reject order, serta panah melengkung yang menandai modul yang diulang untuk setiap pesanan
    Simbol diagram struktur: pasangan data dan kontrol, berlian pemilihan, dan panah iterasi

    Contoh pengerjaan. Empat modul didefinisikan sebagai PROCEDURE Main(), PROCEDURE ReadData(BYREF Count : INTEGER), FUNCTION IsValid(Value : INTEGER) RETURNS BOOLEAN dan PROCEDURE Report(Total : INTEGER, Count : INTEGER). Main memanggil ReadData, lalu memanggil IsValid sekali untuk setiap nilai yang dibaca, lalu memanggil Report. Jelaskan diagram strukturnya.

    Main di bagian atas; ReadData, IsValid, dan Report berada dalam satu baris di bawahnya, dari kiri ke kanan sesuai urutan pemanggilan. Pada tautan ReadData terdapat pasangan data naik Count (parameter BYREF kembali). Pada tautan IsValid terdapat pasangan data turun Value dan pasangan kontrol naik (hasil BOOLEAN), dengan panah iterasi melengkung melintasi tautan tersebut karena dipanggil untuk setiap nilai. Pada tautan Report terdapat dua pasangan data turun, yaitu Total dan Count. Dibaca dari arah sebaliknya, fungsi adalah modul mana pun yang mengembalikan nilai — header-nya memerlukan RETURNS dan tipe yang dikembalikan.

    Diagram transisi-keadaan

    Sebuah diagram transisi-keadaan menunjukkan keadaan yang bisa dimiliki sistem dan kejadian yang memindahkannya antar keadaan — cocok untuk mesin penjual otomatis, lampu lalu lintas, antarmuka pengguna. Diagram transisi-keadaan digunakan untuk mendokumentasikan perilaku algoritma atau sistem. Setiap keadaan berupa lingkaran; setiap transisi berupa panah yang diberi label dengan kejadian.

       coin inserted               item selected
    [Idle] --------------→ [Awaiting selection] ----------→ [Dispensing]
    

    Hal ini memudahkan penemuan transisi yang hilang ("bagaimana jika koin kedua dimasukkan sementara menunggu pilihan?").

    Diagram keadaan: Locked menuju Waiting for second digit menuju Waiting for third digit menuju Unlocked, dengan transisi correct-digit dan wrong-digit
    Diagram transisi-keadaan untuk kunci pintu dengan kode 259

    Membaca dan menggambar salah satunya. Setiap transisi diberi label input | output (atau condition | action): apa yang terjadi, lalu apa yang dilakukan sistem saat berubah keadaan. Soal memberikan tabel keadaan saat ini, input, output, keadaan berikutnya dan meminta diagram, atau sebaliknya — setiap baris tabel tepat sama dengan satu anak panah. Pastikan setiap keadaan memiliki panah keluar untuk setiap input yang dapat terjadi, termasuk yang membuat keadaan tetap sama (panah yang melingkar kembali ke keadaan yang sama).

    Contoh pengerjaan. Pengontrol pompa memiliki keadaan pump off dan pump on. Dalam pump off, input low level detected menghasilkan output activate pump dan berpindah ke pump on; dalam pump on, normal level detected menghasilkan deactivate pump dan berpindah ke pump off. Input lainnya membuat keadaan tetap tidak berubah. Gambarlah tabelnya.

    Keadaan saat ini Input Output Keadaan berikutnya
    pump off deteksi rendah aktifkan pompa pompa menyala
    pompa mati level normal terdeteksi — pompa mati
    pompa hidup level normal terdeteksi nonaktifkan pompa pompa mati
    pompa hidup level rendah terdeteksi — pompa hidup

    Dua baris "tidak ada perubahan" menjadi panah loop pada diagram; melewatinya akan kehilangan nilai karena kelengkapan.

    Explore · ⁨Jelajahi⁩

    Software process lab · ⁨Lab proses perangkat lunak⁩

    Classify development examples by the stage or tool they belong to. · ⁨Klasifikasikan contoh pengembangan berdasarkan tahap atau alat yang dimilikinya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    structure chart/ˈstrʌktʃə tʃɑːt/ bagan struktur
    parameters/pəˈræmɪtəz/ parameter
    12.3

    Errors · ⁨Kesalahan⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of ways of exposing and avoiding faults in programs
    Locate and identify the different types of errors • syntax errors • logic errors • run-time errors
    Correct identified errors
    Show understanding of the methods of testing available and select appropriate data for a given method Including dry run, walkthrough, white-box, black-box, integration, alpha, beta, acceptance, stub
    Show understanding of the need for a test strategy and test plan and their likely contents
    Choose appropriate test data for a test plan Including normal, abnormal and extreme/boundary
    Show understanding of the need for continuing maintenance of a system and the differences between each type of maintenance Including perfective, adaptive, corrective
    Analyse an existing program and make amendments to enhance functionality
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang cara memaparkan dan menghindari kesalahan dalam program
    Temukan dan identifikasi berbagai jenis kesalahan • kesalahan sintaks • kesalahan logika • kesalahan saat berjalan
    Perbaiki kesalahan yang telah diidentifikasi
    Tunjukkan pemahaman tentang metode pengujian yang tersedia dan pilih data yang tepat untuk metode tertentu Termasuk dry run, walkthrough, kotak putih, kotak hitam, integrasi, alpha, beta, penerimaan, stub
    Tunjukkan pemahaman tentang kebutuhan strategi pengujian dan rencana pengujian serta kemungkinan isinya
    Pilih data pengujian yang tepat untuk rencana pengujian Termasuk normal, abnormal dan ekstrem/batas
    Tunjukkan pemahaman tentang kebutuhan pemeliharaan berkelanjutan suatu sistem dan perbedaan antara setiap jenis pemeliharaan Termasuk perfektif, adaptif, korektif
    Analisis program yang sudah ada dan lakukan perubahan untuk meningkatkan fungsionalitas

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English
    • syntax error 语法错误 — breaks the language's grammar (missing bracket, misspelled keyword). Caught at translation time; the program won't run until fixed.
    • run-time error 运行时错误 — happens while running (divide by zero, file not found, array index out of range). The program crashes or raises an exception; fix by adding checks.
    • logic error 逻辑错误 — the program runs but gives wrong results (using + for -, an off-by-one loop, conditions in the wrong order). The hardest to find; the only sign is wrong output, so use careful testing and tracing.

    Exposing and avoiding faults. Faults are exposed by testing against a test plan, by a dry run or trace table, by a walkthrough with colleagues, and by the IDE's debugger (breakpoints, single stepping, watching variables). They are avoided by designing before coding (structure chart, pseudocode), by modular code with meaningful identifiers and comments, by validation of every input, by handling exceptions rather than letting a run-time error crash the program, and by the IDE's dynamic syntax checks as you type.

    Worked example. State the type of error in each case and how it shows itself. (a) Result <- STR_TO_NUM(x) / STR_TO_NUM(y) is run with y = "0". (b) The same line is run with x = "12a". (c) A loop written as FOR i <- 1 TO 9 processes a ten-element array. (d) OUTPUT "Total: " Total is missing a comma.

    (a) Run-time error — division by zero; the program crashes when this line is executed with that data. (b) Run-time error — the string cannot be converted to a number. (c) Logic error — the program runs but the tenth element is never processed, so the output is wrong. (d) Syntax error — the statement breaks the language's rules and is reported by the translator before the program runs.

    Worked example. Correct the errors in this pseudocode, which should output the average of ten marks.

    The division should be by 10, not 9 (a logic error); the output line needs a comma or an & between the string and the value (a syntax error); and Average is never declared as REAL (a syntax or run-time error, depending on the language). Say which line and what the corrected line is: Average <- Total / 10.

    Bahasa Indonesia
    • kesalahan sintaks — melanggar tata bahasa bahasa pemrograman (kurung hilang, kata kunci salah eja). Terdeteksi saat penterjemahan; program tidak akan berjalan hingga diperbaiki.
    • kesalahan waktu jalannya — terjadi saat program dieksekusi (pembagian dengan nol, file tidak ditemukan, indeks array di luar jangkauan). Program mengalami crash atau memunculkan pengecualian; perbaiki dengan menambahkan pengecekan.
    • kesalahan logika — program berjalan tetapi menghasilkan hasil yang salah (menggunakan + untuk -, kesalahan satu langkah dalam perulangan, kondisi dalam urutan yang salah). Paling sulit ditemukan; satu-satunya tanda adalah output yang salah, jadi gunakan pengujian dan pelacakan yang teliti.
    Alur dari menulis kode, menerjemahkan, menjalankan, hingga menghasilkan output: kesalahan sintaks menghentikannya saat penerjemahan, kesalahan waktu jalannya menyebabkan crash saat eksekusi, dan kesalahan logika berjalan baik namun menghasilkan output yang salah
    Kapan setiap kesalahan muncul: sintaks saat penerjemahan, waktu jalannya saat eksekusi, logika pada output

    Mendedahkan dan menghindari cacat. Cacat didedahkan melalui pengujian terhadap rencana uji, melalui simulasi kering atau tabel pelacakan, melalui walkthrough dengan rekan sejawat, dan melalui debugger IDE (titik henti, langkah tunggal, pemantauan variabel). Cacat dihindari dengan merancang sebelum coding (diagram struktur, pseudocode), dengan kode modular yang memiliki penanda dan komentar bermakna, dengan validasi setiap input, dengan penanganan pengecualian alih-alih membiarkan kesalahan waktu jalannya membuat program crash, dan dengan pengecekan sintaks dinamis IDE saat mengetik.

    Contoh dikerjakan. Sebutkan jenis kesalahan pada setiap kasus dan bagaimana ia bermanifestasi. (a) Result <- STR_TO_NUM(x) / STR_TO_NUM(y) dijalankan dengan y = "0". (b) Baris yang sama dijalankan dengan x = "12a". (c) Perulangan yang ditulis sebagai FOR i <- 1 TO 9 memproses array beranggotakan sepuluh. (d) OUTPUT "Total: " Total koma hilang.

    (a) Kesalahan waktu jalannya — pembagian dengan nol; program mengalami crash ketika baris ini dieksekusi dengan data tersebut. (b) Kesalahan waktu jalannya — string tidak dapat dikonversi menjadi angka. (c) Kesalahan logika — program berjalan tetapi elemen kesepuluh tidak pernah diproses, sehingga outputnya salah. (d) Kesalahan sintaks — pernyataan melanggar aturan bahasa dan dilaporkan oleh penterjemah sebelum program dijalankan.

    Contoh dikerjakan. Perbaiki kesalahan dalam pseudocode ini, yang seharusnya menghasilkan rata-rata dari sepuluh nilai.

    Total <- 0
    FOR i <- 1 TO 10
        INPUT Mark
        Total <- Total + Mark
    NEXT i
    Average <- Total / 9
    OUTPUT "Average" Average
    

    Pembagian harus dengan 10, bukan 9 (kesalahan logika); baris output memerlukan koma atau & antara string dan nilai (kesalahan sintaks); dan Average tidak pernah dideklarasikan sebagai REAL (kesalahan sintaks atau waktu jalannya, tergantung bahasanya). Sebutkan nomor baris dan apa baris yang telah diperbaiki: Average <- Total / 10.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    walkthrough/ˈwɔːkθruː/ walkthrough
    white-box testing/waɪt bɒks ˈtestɪŋ/ pengujian kotak putih
    black-box testing/blæk bɒks ˈtestɪŋ/ pengujian kotak hitam
    integration testing/ˌɪntɪˈɡreɪʃn ˈtestɪŋ/ ujian integrasi
    alpha testing/ˈælfə ˈtestɪŋ/ pengujian alpha
    beta testing/ˈbiːtə ˈtestɪŋ/ ujian beta
    12.3

    Testing methods · ⁨Metode pengujian⁩

    English
    • dry run 手工跟踪 — trace the code on paper, writing each variable's value in a table.
    • walkthrough 走查 — a team review of the code.
    • white-box testing 白盒测试 — designed from the code's internal structure, covering every statement, branch and loop.
    • black-box testing 黑盒测试 — designed from the specification only: feed inputs, check outputs.
    • integration testing 集成测试 — combine modules and test the interfaces between them.
    • alpha testing α测试 — by the developers/in-house before release; beta testing β测试 — by a limited group of real users in their own environment.
    • acceptance testing 验收测试 — by the customer, to decide if the product is fit for purpose.
    • stub 桩 — a placeholder for a module that does not exist yet, so the structure can be tested top-down.

    Which method, when. A dry run and a walkthrough need no computer — the dry run is you, tracing the algorithm with a trace table 跟踪表; the walkthrough is a meeting in which the author explains the code line by line and colleagues look for faults, so it also spreads knowledge of the code through the team and checks it against the design. White-box tests are written by someone who can see the code and aims to exercise every path; black-box tests are written from the specification and check only inputs against expected outputs, so a user or a separate tester can do them. Integration testing follows module testing: modules that pass alone can still fail when the data passed between them is the wrong type or in the wrong order. Alpha testing is in-house; beta testing gives a release candidate to a sample of real users, who report faults from real use; acceptance testing is the customer checking the finished product against the requirements before paying for it. A stub lets top-down testing start before every module exists.

    Worked example. After the program passed its in-house tests it was given to a group of users to try before release. Name this type of testing, and state what happens next.

    Beta testing — real users in their own environment, reporting faults the developers did not find. The faults are corrected, then the customer carries out acceptance testing against the requirements and the program is released; faults found in live use are then handled by corrective maintenance.

    Worked example. Give three benefits of testing a program by walkthrough.

    Errors are found by people who did not write the code and so read it without assumptions; the logic is checked against the design and specification, not only against test data; several people learn how the code works, which helps later maintenance; and no test data or working computer is needed, so it can be done early.

    Bahasa Indonesia
    • simulasi kering — menelusuri kode di atas kertas, mencatat nilai setiap variabel dalam tabel.
    • walkthrough — tinjauan tim terhadap kode.
    • pengujian kotak putih — dirancang berdasarkan struktur internal kode, mencakup setiap pernyataan, cabang, dan perulangan.
    • pengujian kotak hitam — dirancang hanya berdasarkan spesifikasi: masukkan input, periksa output.
    • pengujian integrasi — gabungkan modul dan uji antarmuka di antaranya.
    • pengujian alpha α — dilakukan oleh pengembang/in-house sebelum rilis; pengujian beta β — dilakukan oleh kelompok terbatas pengguna nyata di lingkungan mereka sendiri.
    • pengujian penerimaan — dilakukan oleh pelanggan, untuk memutuskan apakah produk layak guna.
    • stub — placeholder untuk modul yang belum ada, sehingga struktur dapat diuji secara top-down.
    Pengujian kotak hitam bekerja dari spesifikasi; kotak putih menguji jalur internal kode
    Kotak hitam menguji spesifikasi; kotak putih menguji jalur kode

    Metode mana, kapan. Simulasi kering dan walkthrough tidak memerlukan komputer—simulasi kering dilakukan Anda sendiri, menelusuri algoritma dengan tabel pelacakan; walkthrough adalah pertemuan di mana penulis menjelaskan kode baris demi baris dan rekan sejawat mencari cacat, sehingga juga menyebarkan pengetahuan kode melalui tim dan memverifikasinya terhadap desain. Pengujian kotak putih ditulis oleh seseorang yang dapat melihat kode dan bertujuan untuk melintasi setiap jalur; pengujian kotak hitam ditulis dari spesifikasi dan hanya memeriksa input terhadap output yang diharapkan, sehingga pengguna atau tester terpisah dapat melakukannya. Pengujian integrasi mengikuti pengujian modul: modul yang lolos sendirian bisa gagal jika data yang diteruskan di antaranya bertipe atau berurutan salah. Pengujian alpha dilakukan in-house; pengujian beta memberikan calon rilis kepada sampel pengguna nyata, yang melaporkan cacat dari penggunaan riil; pengujian penerimaan adalah pelanggan yang memeriksa produk jadi terhadap persyaratan sebelum membayarnya. Stub memungkinkan pengujian top-down dimulai sebelum semua modul tersedia.

    Pengujian stub: program utama yang diuji memanggil Modul A yang selesai dan sebuah stub yang menggantikan Modul B yang belum ditulis, yang memiliki header asli tetapi hanya mengembalikan nilai tetap
    Stub menggantikan modul yang belum ditulis, sehingga modul di atasnya dapat diuji sekarang

    Contoh dikerjakan. Setelah program lulus uji in-house, program diberikan kepada sekelompok pengguna untuk dicoba sebelum dirilis. Sebutkan nama jenis pengujian ini, dan jelaskan apa yang terjadi selanjutnya.

    Pengujian beta — pengguna nyata di lingkungan mereka sendiri, melaporkan cacat yang tidak ditemukan pengembang. Cacat diperbaiki, kemudian pelanggan melakukan pengujian penerimaan terhadap persyaratan dan program dirilis; cacat yang ditemukan dalam penggunaan langsung kemudian ditangani oleh pemeliharaan korektif.

    Contoh dikerjakan. Berikan tiga manfaat pengujian program melalui walkthrough.

    Kesalahan ditemukan oleh orang yang tidak menulis kode tersebut, sehingga membacanya tanpa asumsi; logika dicek terhadap desain dan spesifikasi, bukan hanya terhadap data uji; beberapa orang mempelajari cara kerja kode, yang membantu pemeliharaan di masa depan; dan tidak diperlukan data uji atau komputer yang berfungsi, sehingga hal ini dapat dilakukan lebih awal.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    stub/stʌb/ stubs
    corrective maintenance/kəˈrektɪv ˈmeɪntənəns/ pemeliharaan korektif
    test strategy/test ˈstrætədʒi/ strategi pengujian
    normal data/ˈnɔːml ˈdeɪtə/ data normal
    abnormal data/əbˈnɔːml ˈdeɪtə/ data tidak normal
    extreme data/ekˈstriːm ˈdeɪtə/ data ekstrem
    perfective maintenance/pəˈfektɪv ˈmeɪntənəns/ pemeliharaan perfektif
    adaptive maintenance/əˈdæptɪv ˈmeɪntənəns/ pemeliharaan adaptif
    regression testing/rɪˈɡreʃn ˈtestɪŋ/ regresi pengujian
    12.3

    Test strategy and test plan · ⁨Strategi pengujian dan rencana pengujian⁩

    English

    A test strategy 测试策略 is the high-level approach — which kinds of testing, who does them, when, and the criteria to move on. A test plan 测试计划 is the detailed list of tests — each with input data, expected output, and a column for the actual output.

    What each contains. A test strategy states which testing methods will be used at which stage (module testing by the programmer, then integration, alpha, beta, acceptance), who is responsible for each, what test data is required, and the criteria for passing to the next stage. A test plan lists the individual tests: for each, the module or feature under test, the input data, the reason the data was chosen (normal, abnormal, extreme, boundary), the expected result, a space for the actual result, and what to do if they differ. The plan is written at the design stage, from the specification, so that it tests what the program should do rather than what it happens to do.

    Choosing test data

    For each field or condition, include three kinds:

    • normal data 正常数据 — typical values inside the valid range (for marks 0–100: 50, 75).
    • abnormal data 异常数据 — values that should be rejected (-10, 200, "abc").
    • extreme data 极端数据 — the largest and smallest values still accepted (0 and 100).
    • boundary data 边界数据 — values at the edges, where off-by-one errors hide (each accepted extreme and the rejected value just outside it: 0/-1, 100/101).

    Worked example. A field accepts an exam mark from 0 to 100. Give test data of each kind with its expected result. Normal: 50 - accepted, a typical value inside the range. Abnormal: -10, 200, "abc" - all rejected, being out of range or the wrong data type. Extreme: 0 and 100 - the largest and smallest values that are still accepted. Boundary: the pairs straddling each edge - -1 rejected alongside 0 accepted, and 100 accepted alongside 101 rejected. Every value must carry its expected result, or the test plan proves nothing. Extreme and boundary are the pair most often confused: an extreme value sits inside and is accepted, while a boundary test is always a pair either side of the edge - which is exactly where off-by-one errors hide.

    Worked example. A component passes if its weight, measured to the nearest gram, is within 3 g of the target of 50 g, i.e. from 47 g to 53 g inclusive. Draw up the test-plan rows for the check.

    Test data Type Reason Expected result
    50 normal a typical value well inside the range accepted
    47, 53 extreme (boundary) the smallest and largest values that must still be accepted accepted
    46, 54 boundary the values just outside the range, where an off-by-one error would accept them rejected
    20, 90 abnormal values far outside the range rejected
    "abc", −5 abnormal the wrong type, a negative weight rejected

    Each row must say why the value was chosen and what should happen; a bare list of numbers earns nothing.

    Bahasa Indonesia

    Strategi pengujian adalah pendekatan tingkat tinggi — jenis pengujian apa saja, siapa yang melakukannya, kapan, dan kriteria untuk melanjutkan. Rencana pengujian adalah daftar detail tes — masing-masing dengan data input, output yang diharapkan, dan kolom untuk output aktual.

    Apa yang terkandung di dalamnya. Strategi pengujian menyatakan metode pengujian mana yang akan digunakan pada tahap mana (pengujian modul oleh programmer, kemudian integrasi, alpha, beta, penerimaan), siapa yang bertanggung jawab atas masing-masing, data uji apa yang diperlukan, dan kriteria untuk lanjut ke tahap berikutnya. Rencana pengujian mencantumkan tes individu: untuk setiap tes, modul atau fitur yang sedang diuji, data input, alasan data dipilih (normal, abnormal, ekstrem, batas), hasil yang diharapkan, ruang untuk hasil aktual, dan apa yang harus dilakukan jika berbeda. Rencana ditulis pada tahap desain, dari spesifikasi, sehingga menguji apa yang program seharusnya lakukan daripada apa yang kebetulan dilakukannya.

    Memilih data uji

    Untuk setiap bidang atau kondisi, sertakan tiga jenis:

    • data normal — nilai tipikal dalam rentang valid (untuk nilai 0–100: 50, 75).
    • data abnormal — nilai yang seharusnya ditolak (-10, 200, "abc").
    • data ekstrem — nilai terbesar dan terkecil yang masih diterima (0 dan 100).
    • data batas — nilai di tepi, di mana kesalahan off-by-one bersembunyi (setiap nilai ekstrem yang diterima dan nilai yang ditolak tepat di luarnya: 0/-1, 100/101).
    Garis bilangan untuk bidang nilai 0 hingga 100: nilai normal 50 dan 75 di dalam, nilai ekstrem 0 dan 100 di batas yang diterima, dan nilai abnormal -1, 101, -10 dan 200 ditolak di luar
    Data uji untuk bidang 0–100: normal di dalam, ekstrem di batas, abnormal di luar

    Contoh dikerjakan. Sebuah bidang menerima nilai ujian dari 0 hingga 100. Berikan data uji dari setiap jenis beserta hasilnya yang diharapkan. Normal: 50 - diterima, nilai tipikal di dalam rentang. Abnormal: -10, 200, "abc" - semua ditolak, karena berada di luar rentang atau tipe data salah. Ekstrem: 0 dan 100 - nilai terbesar dan terkecil yang masih diterima. Batas: pasangan yang melintasi setiap tepi - -1 ditolak bersama 0 diterima, dan 100 diterima bersama 101 ditolak. Setiap nilai harus memiliki hasil yang diharapkan, atau rencana pengujian tidak membuktikan apa-apa. Ekstrem dan batas adalah pasangan yang paling sering bingung: nilai ekstrem berada di dalam dan diterima, sementara pengujian batas selalu berupa pasangan di kedua sisi tepi - yang merupakan tempat persis di mana kesalahan off-by-one bersembunyi.

    Contoh dikerjakan. Sebuah komponen lolos jika beratnya, diukur hingga gram terdekat, berada dalam 3 g dari target 50 g, yaitu dari 47 g hingga 53 g termasuk. Susun baris rencana pengujian untuk pengecekan.

    Data uji Jenis Alasan Hasil yang diharapkan
    50 normal nilai tipikal jauh di dalam rentang diterima
    47, 53 ekstrem (batas) nilai terkecil dan terbesar yang harus tetap diterima diterima
    46, 54 batas nilai tepat di luar rentang, di mana kesalahan off-by-one akan menerimanya ditolak
    20, 90 abnormal nilai jauh di luar rentang ditolak
    "abc", −5 abnormal tipe yang salah, berat negatif ditolak

    Setiap baris harus menjelaskan mengapa nilai dipilih dan apa yang harus terjadi; daftar angka kosong tidak mendapat nilai.

    12.3

    Maintenance · ⁨Pemeliharaan⁩

    English

    Most of a program's lifetime cost is in maintenance. Three kinds:

    • perfective maintenance 完善性维护 — improving performance or features even though it works (a faster query, a new option).
    • adaptive maintenance 适应性维护 — keeping it working in a changing environment (a new OS, a new API, a legal change).
    • corrective maintenance 纠正性维护 — fixing bugs found in use.

    A program may need all three throughout its life.

    Why each is needed — the reasons the mark scheme lists. Corrective: a fault is reported by a user after release, or an incorrect output is noticed in particular circumstances that testing did not cover. Adaptive: the operating system, hardware or browser is upgraded; a law or company rule changes (tax rates, data-protection requirements); the program must work with a new external system or file format. Perfective: users ask for extra features or a better interface; the program is made faster or made to use less memory; the code is tidied to make future changes easier.

    Worked example. (a) A released program outputs a wrong value under certain circumstances. (b) The hardware that runs a program is replaced. (c) Customers ask for the coffee-shop loyalty program to send a message on a customer's birthday. Name the maintenance type in each case.

    (a) Corrective — a fault in the delivered program is being fixed. (b) Adaptive — the program is changed to run in its new environment. (c) Perfective — a feature is added to a program that already works.

    Bahasa Indonesia

    Sebagian besar biaya siklus hidup program ada pada pemeliharaan. Tiga jenis:

    Tiga jenis pemeliharaan: perfective, adaptive, dan corrective
    Tiga jenis pemeliharaan: perfective, adaptive, dan corrective
    • pemeliharaan perfective — meningkatkan kinerja atau fitur meskipun sudah bekerja (kueri yang lebih cepat, opsi baru).
    • pemeliharaan adaptive — menjaganya tetap berfungsi di lingkungan yang berubah (sistem operasi baru, API baru, perubahan hukum).
    • pemeliharaan corrective — memperbaiki bug yang ditemukan saat penggunaan.

    Sebuah program mungkin memerlukan ketiganya sepanjang hidupnya.

    Mengapa masing-masing diperlukan — alasan yang disebutkan dalam kunci jawaban. Corrective: kesalahan dilaporkan oleh pengguna setelah rilis, atau output yang salah terlihat dalam kondisi tertentu yang tidak tercakup pengujian. Adaptive: sistem operasi, perangkat keras, atau browser ditingkatkan; undang-undang atau aturan perusahaan berubah (tarif pajak, persyaratan perlindungan data); program harus bekerja dengan sistem eksternal atau format file baru. Perfective: pengguna meminta fitur tambahan atau antarmuka yang lebih baik; program dibuat lebih cepat atau menggunakan lebih sedikit memori; kode dirapikan agar perubahan di masa depan lebih mudah.

    Contoh dikerjakan. (a) Program yang dirilis menghasilkan nilai yang salah dalam kondisi tertentu. (b) Perangkat keras yang menjalankan program diganti. (c) Pelanggan meminta program loyalitas kedai kopi untuk mengirim pesan pada hari ulang tahun pelanggan. Sebutkan jenis pemeliharaan dalam setiap kasus.

    (a) Corrective — sebuah kesalahan dalam program yang dikirim sedang diperbaiki. (b) Adaptive — program diubah untuk berjalan di lingkungannya yang baru. (c) Perfective — fitur ditambahkan ke program yang sudah bekerja.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    maintenance/ˈmeɪntənəns/ pemeliharaan
    12.3

    Amending an existing program · ⁨Memodifikasi program yang sudah ada⁩

    English

    When asked to add a feature or fix a bug:

    1. read the existing code until you understand the algorithm and data flow.
    2. find where the change goes — which subroutine, which lines.
    3. make the change as small as possible — don't rewrite working code.
    4. update related parts — every caller of a changed parameter list, every routine using a changed data structure.
    5. test the new behaviour and the old (regression testing 回归测试 — check you broke nothing).
    6. document the change.

    Clear comments, meaningful names, decomposed subroutines and a structure chart make a program much easier to amend — which is why the design tools matter even after the first release.

    Analysing a program you did not write. Start from the identifier table and the module headers: they tell you what each module receives and returns before you read a line of its body. Then trace the algorithm with a trace table for one small input, noting where each output value comes from. Only then decide where the enhancement goes — usually a new module called from the existing one, so the working code is disturbed as little as possible — and write the pseudocode for the change and the test data that proves it.

    Bahasa Indonesia

    Ketika diminta untuk menambahkan fitur atau memperbaiki bug:

    1. bacalah kode yang ada sampai Anda memahami algoritma dan aliran data.
    2. temukan di mana perubahan masuk — subrutin mana, baris mana.
    3. perubahan sekecil mungkin — jangan menulis ulang kode yang sudah berfungsi.
    4. perbarui bagian terkait — setiap pemanggil dari daftar parameter yang diubah, setiap rutinitas yang menggunakan struktur data yang diubah.
    5. uji perilaku baru dan lama (pengujian regresi — pastikan Anda tidak merusak apa pun).
    6. dokumentasikan perubahan tersebut.

    Komentar yang jelas, nama yang bermakna, subrutin terurai, dan bagan struktur membuat program jauh lebih mudah dimodifikasi — itulah sebabnya alat desain tetap penting bahkan setelah rilis pertama.

    Menganalisis program yang bukan buatan Anda. Mulai dari tabel pengidentifikasi dan header modul: mereka memberi tahu apa yang diterima dan dikembalikan oleh setiap modul sebelum Anda membaca satu baris tubuh modulenya. Kemudian lacak algoritma dengan tabel jejak untuk satu input kecil, mencatat dari mana setiap nilai output berasal. Baru kemudian tentukan di mana peningkatan akan ditempatkan — biasanya sebuah modul baru yang dipanggil dari modul yang ada, sehingga kode yang berfungsi terganggu semaksimal mungkin — dan tulis pseudokode untuk perubahan serta data uji yang membuktikannya.

    12.3

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    development life cycle the sequence of stages, from analysis to maintenance, followed to produce and support a program
    waterfall model a life cycle in which the stages are carried out in a fixed order, each completed before the next begins
    iterative model a life cycle in which a working version is produced and then repeatedly refined until it is complete
    rapid application development a life cycle that builds prototypes quickly, refining them with user feedback until they are accepted
    structure chart a diagram that shows how a program is decomposed into modules, the order in which they are called and the parameters passed between them
    state-transition diagram a diagram that shows the states a system can be in and the inputs that cause it to move between them
    syntax error an error in the way a statement is written, so it breaks the rules of the language and cannot be translated
    logic error an error in the algorithm, so the program runs but produces the wrong result
    run-time error an error that occurs while the program is running, such as division by zero, and stops it
    dry run working through the algorithm by hand, recording the values of the variables in a trace table
    walkthrough a review in which the author steps through the code with colleagues who look for errors
    stub a placeholder module with the correct header that returns a fixed value, used so the modules that call it can be tested
    test plan a list of the tests to be carried out, each with its test data, the reason for the data and the expected result
    boundary data values at each edge of the valid range, both the last value accepted and the first value rejected
    corrective / adaptive / perfective maintenance fixing faults found in use / changing the program to suit a changed environment / improving a program that already works
    Bahasa Indonesia

    Soal definisi dinilai berdasarkan frasa tetap. Hafalkan ini persis, dan berikan hanya satu jawaban.

    Istilah Definisi
    siklus hidup pengembangan urutan tahap, mulai dari analisis hingga pemeliharaan, yang diikuti untuk menghasilkan dan mendukung sebuah program
    model air terjun siklus hidup di mana tahap-tahap dilakukan dalam urutan tetap, masing-masing diselesaikan sebelum tahap berikutnya dimulai
    model iteratif siklus hidup di mana versi yang berfungsi dihasilkan dan kemudian disempurnakan secara berulang-ulang hingga selesai
    pengembangan aplikasi cepat siklus hidup yang membangun prototipe dengan cepat, menyempurnakannya dengan umpan balik pengguna hingga diterima
    bagan struktur diagram yang menunjukkan bagaimana program diuraikan menjadi modul-modul, urutan pemanggilan mereka, dan parameter yang dilewatkan di antaranya
    diagram transisi keadaan diagram yang menunjukkan keadaan-keadaan yang dapat dimiliki sistem dan input yang menyebabkan perpindahan antar keadaan tersebut
    kesalahan sintaks kesalahan dalam penulisan pernyataan, sehingga melanggar aturan bahasa dan tidak dapat diterjemahkan
    kesalahan logika kesalahan dalam algoritma, sehingga program berjalan tetapi menghasilkan hasil yang salah
    kesalahan waktu jalankan kesalahan yang terjadi saat program sedang berjalan, seperti pembagian dengan nol, dan menghentikannya
    latihan kering melewati algoritma secara manual, mencatat nilai variabel dalam tabel jejak
    tinjauan walk-through tinjauan di mana penulis melangkah melalui kode bersama rekan kerja yang mencari kesalahan
    stub modul tempatan dengan header yang benar yang mengembalikan nilai tetap, digunakan agar modul yang memanggilnya dapat diuji
    rencana uji daftar tes yang akan dilakukan, masing-masing dengan data uji, alasan penggunaan data, dan hasil yang diharapkan
    data batas nilai pada setiap tepi rentang yang valid, baik nilai terakhir yang diterima maupun nilai pertama yang ditolak
    pemeliharaan korektif / adaptif / sempurna memperbaiki kesalahan yang ditemukan saat penggunaan / mengubah program agar sesuai dengan lingkungan yang berubah / meningkatkan program yang sudah berfungsi
    12.3

    Exam tips · ⁨Tips ujian⁩

    English
    • Compare development models (waterfall, iterative, RAD) by principle, benefit, drawback, and know the five stages of the program development life cycle and what each produces.
    • Distinguish syntax, logic and run-time errors by when each shows itself: at translation, in the output, during the run.
    • Choose test data of every kind — normal, abnormal, extreme and boundary — and give each value with its reason and expected result.
    • Distinguish the types of maintenance (corrective, adaptive, perfective) by why the change is being made.
    • On a structure chart, name every symbol: box, calling line, data couple, control couple, selection diamond, iteration arrow. Reading module headers off a chart, remember a function has RETURNS.

    Common mistakes

    • Describing a life cycle stage by its name only ("in the design stage the program is designed"). Say what is produced: structure chart, pseudocode, test plan.
    • Calling a wrong output a "run-time error". If the program runs to the end, it is a logic error.
    • Giving boundary data as just the extremes. The mark needs the values on both sides of the edge.
    • Treating alpha and beta testing as the same. Alpha is in-house by the developers; beta is by real users outside.
    • Confusing adaptive and perfective maintenance. Adaptive responds to a change outside the program; perfective improves a program nobody had to change.
    • Drawing a structure chart with the modules in any order. They read left to right in the order they are called, and each parameter needs its arrow.
    Bahasa Indonesia
    • Bandingkan model pengembangan (air terjun, iteratif, RAD) berdasarkan prinsip, manfaat, kekurangan, dan ketahui lima tahap siklus hidup pengembangan program serta产出 yang dihasilkan masing-masing.
    • Bedakan kesalahan sintaks, logika, dan waktu jalankan berdasarkan kapan masing-masing muncul: saat penterjemahan, dalam output, selama proses jalankan.
    • Pilih data uji dari segala jenis — normal, abnormal, ekstrem, dan batas — dan berikan setiap nilai beserta alasannya dan hasil yang diharapkan.
    • Bedakan jenis pemeliharaan (korektif, adaptif, sempurna) berdasarkan mengapa perubahan dilakukan.
    • Pada bagan struktur, sebutkan setiap simbol: kotak, garis pemanggil, pasangan data, pasangan kontrol, berlian seleksi, panah iterasi. Membaca header modul dari bagan, ingat bahwa fungsi memiliki RETURNS.

    Kesalahan umum

    • Menggambarkan tahap siklus hidup hanya dengan namanya (
    • Menyebutkan output yang salah sebagai "kesalahan waktu eksekusi". Jika program berjalan hingga selesai, itu adalah kesalahan logika.
    • Memberikan data batas hanya sebagai nilai ekstrem. Nilai perlu mencakup kedua sisi dari batas tersebut.
    • Memperlakukan pengujian alpha dan beta sama. Alpha dilakukan secara internal oleh pengembang; beta dilakukan oleh pengguna nyata di luar organisasi.
    • Mengacaukan pemeliharaan adaptif dan sempurna. Adaptif merespons perubahan di luar program; sempurna meningkatkan program yang tidak perlu diubah.
    • Menggambar bagan struktur dengan modul dalam urutan sembarang. Mereka dibaca dari kiri ke kanan sesuai urutan pemanggilannya, dan setiap parameter memerlukan panahnya sendiri.
  • 13

    Data Representation · ⁨Representasi data⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    13.1

    User-defined data types · ⁨Tipe data yang didefinisikan pengguna⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of why user-defined types are necessary
    Define and use non-composite types Including enumerated, pointer
    Define and use composite data types Including set, record and class/object
    Choose and design an appropriate user-defined data type for a given problem
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman mengapa tipe yang didefinisikan pengguna diperlukan
    Definisikan dan gunakan tipe non-komposit Termasuk terurut, penunjuk
    Definisikan dan gunakan tipe data komposit Termasuk himpunan, rekaman dan kelas/objek
    Pilih dan rancang tipe data yang didefinisikan pengguna yang sesuai untuk masalah yang diberikan

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    The built-in types (INTEGER, REAL, STRING, CHAR, BOOLEAN) cover the simplest cases. For richer problems you can define user-defined types 用户定义类型, making the code clearer and the compiler stricter.

    Why they are needed

    A built-in STRING lets you store nonsense in a field that should hold one of a few legal values; a user-defined type can restrict it. Real entities are usually a collection of values of different types. And DECLARE Taxi : Vehicle is clearer (self-documenting) than DECLARE Taxi : STRING.

    "Describe the purpose of a user-defined data type" (two marks). A data type defined by the programmer, built from existing (built-in) types, so that data specific to the problem can be represented when no built-in type fits. Both halves score: defined by the programmer and based on existing types. The examiner also accepts "to make the program easier to read and maintain" as a supporting point, never on its own.

    "Explain what is meant by non-composite and composite data types" (four marks). A non-composite type is defined without reference to another type: it holds a single value, for example an integer, a real, or an enumerated value. A composite type is a collection of other types (which may themselves be composite): it holds several values under one identifier, for example a record, a set, an array or a class. Give an example with each definition; the exam asks for one.

    Non-composite types

    Enumerated type

    An enumerated type 枚举类型 has values that are a fixed list of named constants:

    The names are values of the new type (stored internally as small integers); you cannot assign anything outside the list. Uses: days of the week, colours, status codes.

    "State what is meant by an enumerated data type." A non-composite user-defined type defined by listing all its possible values (in order). Because the values are ordered, they can be compared and stepped through: with TYPE Month = (January, February, ..., December), the test IF ThisMonth > June is legal, and the values are stored internally as integers. The pseudocode has three parts and the exam marks each: the keyword TYPE, the identifier with =, and the list in brackets separated by commas.

    Worked example. Write pseudocode to define an enumerated type for the days on which a school is open (Monday to Friday), and declare a variable of that type set to Wednesday.

    A variable of an enumerated type cannot be given a value outside the list, which is the whole point: Today ← Saturday is a compile-time error, whereas a STRING would have accepted "Saturdy".

    Pointer type

    A pointer 指针 holds the memory address of another variable (or NULL for "no target"). Pointers build dynamic structures (linked lists, trees) and pass references without copying.

    To dereference 解引用 (p^) means to reach the variable it points to.

    "State what is meant by a pointer data type." A non-composite type whose value is the memory address of (a reference to) a variable of a given type. The pseudocode declares the type with a caret before the type it points to, and the exam asks for exactly that line:

    Pointers are what a dynamic linked list or binary tree (Topic 19) is built from: each node holds a pointer to the next. Two marks are commonly lost here: writing the pointer type as if it held the value itself, and forgetting the caret when reading through the pointer.

    Composite types

    A composite type 复合类型 (one of the composite data types) groups several values under one name.

    • record 记录 (Topic 10) — fields of different types in a TYPE ... ENDTYPE block.
    • set 集合 — an unordered collection of unique values, with operations add, remove, membership test, union, intersection:
    • class 类 / object 对象 — the OOP composite type, combining data fields (attributes 属性) with operations on them (methods 方法). An object is an instance of a class:

    Choosing a type

    Use enumerated for a value from a fixed list, pointer for indirection, record for a group of fields, set for an unordered unique collection, and class when you need state and behaviour together.

    "Describe the user-defined data type set" (three marks). A composite type that holds a collection of values of the same type, in no particular order and with no duplicates; values can be added and removed, and a value can be tested for membership. Declare the type with SET OF, then define a set constant with its values in brackets:

    "Describe the user-defined data type record" (three marks). A composite type made up of a fixed number of fields (items), each with its own identifier and its own type, referred to under a single identifier; the fields are accessed with dot notation.

    Worked example. Write pseudocode to declare a record type ClubMember for a club member's first name, last name, membership code (an integer), date of joining and whether fees have been paid; then declare a variable and set two of its fields.

    Every field needs its own DECLARE line with an appropriate type, the block ends with ENDTYPE, and a field 字段 is reached as variable.field. Asked to choose a type for each field, match it to the data: a code that is only ever compared is a STRING if it can contain letters, an INTEGER if arithmetic or ordering is needed; a yes/no is BOOLEAN; a date is DATE. A field that can take one of a few named values (a pet's species, a colour) is the one to make an enumerated type.

    Records in arrays and files. A table of many members is DECLARE Members : ARRAY[1:100] OF ClubMember; then Members[3].LastName is one field of one element, and a loop over the index processes every record. A record is also the natural unit written to and read from a file (below), one record per PUTRECORD or WRITEFILE.

    Worked example. A composite type Pet stores each pet's name (string), species (one of dog, cat, rabbit or hamster) and weight in kilograms (real). Define the types and declare a variable.

    The enumerated type is defined first, because the record uses it: order matters in pseudocode as it does in a compiler.

    Classes in pseudocode. A class is the composite type that also carries behaviour. The exam asks for the declaration with its attributes marked PRIVATE, a constructor 构造函数 named NEW that sets them, and PUBLIC methods to get or change them:

    Attributes are private so that they can only be changed through methods (encapsulation, Topic 20); the constructor is a procedure called NEW with one parameter per attribute; a getter is a function that returns the attribute. Each of these is a separate mark.

    Bahasa Indonesia

    Tipe bawaan (INTEGER, REAL, STRING, CHAR, BOOLEAN) mencakup kasus paling sederhana. Untuk masalah yang lebih kompleks, Anda dapat mendefinisikan tipe yang didefinisikan pengguna, membuat kode lebih jelas dan compiler lebih ketat.

    Mengapa tipe ini diperlukan

    Sebuah STRING bawaan memungkinkan Anda menyimpan data tak bermakna di dalam sebuah field yang seharusnya berisi salah satu dari beberapa nilai sah; tipe yang didefinisikan pengguna dapat membatasinya. Entitas nyata biasanya merupakan kumpulan nilai dari berbagai tipe. Dan DECLARE Taxi : Vehicle lebih jelas (mandiri menjelaskan) daripada DECLARE Taxi : STRING.

    "Jelaskan tujuan dari tipe data yang didefinisikan pengguna (dua nilai).** Tipe data yang didefinisikan oleh programmer, dibangun dari tipe yang sudah ada (bawaan), sehingga data spesifik dari masalah dapat direpresentasikan ketika tidak ada tipe bawaan yang cocok. Kedua bagian bernilai: didefinisikan oleh programmer dan berdasarkan pada tipe yang sudah ada. Penguji juga menerima "untuk memudahkan pembacaan dan pemeliharaan program" sebagai poin pendukung, namun tidak bisa berdiri sendiri.

    "Jelaskan apa yang dimaksud dengan tipe data non-komposit dan komposit" (empat nilai). Tipe non-komposit didefinisikan tanpa merujuk pada tipe lain: ia menyimpan satu nilai tunggal, misalnya bilangan bulat, bilangan riil, atau nilai terenumerasi. Tipe komposit adalah kumpulan tipe lain (yang mungkin sendiri merupakan komposit): ia menyimpan beberapa nilai di bawah satu pengenal, misalnya rekaman, himpunan, array, atau kelas. Berikan contoh untuk setiap definisi; ujian meminta satu.

    Tipe non-komposit

    Tipe terenumerasi

    Tipe terenumerasi memiliki nilai yang merupakan daftar tetap dari konstan bernama:

    TYPE Vehicle = (M100, M230, T101, T102, T120, T150)
    DECLARE MyTaxi : Vehicle
    MyTaxi ← T102
    

    Nama-nama tersebut adalah nilai dari tipe baru (disimpan secara internal sebagai bilangan bulat kecil); Anda tidak dapat menetapkan apa pun di luar daftar tersebut. Kegunaan: hari dalam seminggu, warna, kode status.

    "Nyatakan apa yang dimaksud dengan tipe data terenumerasi." Tipe non-komposit buatan pengguna yang didefinisikan dengan mencantumkan semua nilainya (secara berurutan). Karena nilai-nilai tersebut berurutan, mereka dapat dibandingkan dan dilintasi: dengan TYPE Month = (January, February, ..., December), uji IF ThisMonth > June adalah sah, dan nilai-nilai disimpan secara internal sebagai bilangan bulat. Pseudokode memiliki tiga bagian dan ujian memberikan nilai untuk masing-masing: kata kunci TYPE, pengenal dengan =, dan daftar dalam kurung yang dipisahkan oleh koma.

    Contoh terpecahkan. Tulis pseudokode untuk mendefinisikan tipe terenumerasi untuk hari-hari di mana sekolah buka (Senin hingga Jumat), dan deklarasikan variabel dari tipe tersebut yang diatur ke Rabu.

    TYPE SchoolDay = (Monday, Tuesday, Wednesday, Thursday, Friday)
    DECLARE Today : SchoolDay
    Today ← Wednesday
    

    Variabel dari tipe terenumerasi tidak dapat diberi nilai di luar daftar, yang merupakan inti utamanya: Today ← Saturday adalah kesalahan saat kompilasi, sedangkan STRING akan menerima "Saturdy".

    Tipe terenumerasi Vehicle dengan nilai-nama tetap M100, M230, T101, T102, T120 dan T150; variabel dari tipe ini hanya dapat menyimpan salah satu darinya
    Tipe terenumerasi adalah daftar tetap dari nilai-nama

    Tipe pointer

    Sebuah pointer menyimpan alamat memori dari variabel lain (atau NULL untuk "tidak ada target"). Pointer membangun struktur dinamis (daftar linked, pohon) dan meneruskan referensi tanpa menyalin.

    TYPE PNode = ^TNode    // pointer to a TNode
    DECLARE p : PNode
    p ← NEW TNode
    p^.Value ← 42          // dereference to reach the fields
    

    Untuk dereference (p^) berarti mengakses variabel yang ditunjuknya.

    "Nyatakan apa yang dimaksud dengan tipe data pointer." Tipe non-komposit yang nilainya adalah alamat memori dari (referensi ke) variabel dari tipe tertentu. Pseudokode mendeklarasikan tipe dengan tanda ^ sebelum tipe yang ditunjuknya, dan ujian meminta tepat baris tersebut:

    TYPE SelectParts = ^Parts        // a pointer to a value of type Parts
    DECLARE Chosen : SelectParts
    Chosen ← ^Keyboard               // Chosen now holds the address of Keyboard
    OUTPUT Chosen^                   // dereference: the value stored at that address
    

    Pointer adalah dasar dari daftar linked atau pohon biner dinamis (Topik 19): setiap simpul menyimpan pointer ke simpul berikutnya. Dua nilai sering hilang di sini: menulis tipe pointer seolah-olah menyimpan nilainya sendiri, dan melupakan tanda ^ saat membaca melalui pointer.

    Pointer p menyimpan alamat dan menunjuk ke TNode yang berisi Value = 42 dan bidang Next; p^ melakukan dereference untuk mencapai bidang-bidang simpul, seperti p^.Value
    Pointer menyimpan alamat; p^ melakukan dereference untuk mencapai bidang-bidang simpul

    Tipe komposit

    Tipe komposit (salah satu dari tipe data komposit) mengelompokkan beberapa nilai di bawah satu nama.

    Himpunan: koleksi tak berurutan di mana setiap nilai unik
    Himpunan adalah koleksi tak berurutan dari nilai-nilai unik
    Rekaman Student dengan bidang Name, Age, Grade dan Enrolled, masing-masing dari tipe berbeda
    Rekaman mengelompokkan bidang-bidang dari tipe berbeda di bawah satu nama
    • rekaman (Topik 10) — bidang-bidang dari tipe berbeda dalam blok TYPE ... ENDTYPE.
    • himpunan — koleksi tak berurutan dari nilai-nilai unik, dengan operasi add, remove, uji keanggotaan, union, intersection:
    DECLARE Available : SET OF Colour
    Available ← {Red, Blue}
    IF Green IN Available THEN
        ...
    ENDIF
    
    • class / object — tipe komposit OOP, menggabungkan bidang data (atribut) dengan operasi atasnya (metode). Sebuah object adalah实例 dari sebuah class:
    CLASS Taxi
        PRIVATE Capacity : INTEGER
        PUBLIC FUNCTION GetCapacity() RETURNS INTEGER
            RETURN Capacity
        ENDFUNCTION
    ENDCLASS
    

    Memilih tipe

    Gunakan terenumerasi untuk nilai dari daftar tetap, pointer untuk indirection, rekaman untuk kelompok bidang, himpunan untuk koleksi unik tak berurutan, dan class ketika Anda memerlukan state dan perilaku bersama-sama.

    "Deskripsikan tipe data buatan pengguna himpunan" (tiga nilai). Tipe komposit yang menyimpan koleksi nilai dari tipe yang sama, tanpa urutan tertentu dan tanpa duplikat; nilai dapat ditambahkan dan dihapus, dan nilai dapat diuji untuk keanggotaan. Deklarasikan tipe dengan SET OF, lalu definisikan konstanta himpunan dengan nilainya dalam kurung:

    TYPE EvenNumbers = SET OF INTEGER
    DEFINE Evens (2, 4, 6, 8, 10, 12) : EvenNumbers
    TYPE SymbolSet = SET OF CHAR
    DEFINE Operators ('+', '-', '*', '/') : SymbolSet
    

    "Deskripsikan tipe data buatan pengguna rekaman" (tiga nilai). *Tipe komposit yang terdiri dari jumlah bidang (item) yang tetap, masing-masing dengan pengenal dan tipenya sendiri, dirujuk di bawah satu pengenal; bidang-bidang diakses dengan notasi titik.

    Contoh terpecahkan. Tulis pseudokode untuk mendeklarasikan tipe rekaman ClubMember untuk nama depan, nama belakang, kode keanggotaan (bilangan bulat), tanggal bergabung, dan apakah iuran telah dibayar; kemudian deklarasikan variabel dan atur dua bidangnya.

    TYPE ClubMember
        DECLARE FirstName : STRING
        DECLARE LastName : STRING
        DECLARE Code : INTEGER
        DECLARE DateJoined : DATE
        DECLARE FeesPaid : BOOLEAN
    ENDTYPE
    
    DECLARE NewMember : ClubMember
    NewMember.LastName ← "Chen"
    NewMember.FeesPaid ← TRUE
    

    Setiap bidang memerlukan baris DECLARE sendiri dengan tipe yang sesuai, blok berakhir dengan ENDTYPE, dan sebuah bidang dicapai sebagai variable.field. Ditanya untuk memilih tipe untuk setiap bidang, cocokkan dengan data: kode yang hanya pernah dibandingkan adalah STRING jika dapat mengandung huruf, INTEGER jika aritmatika atau pengurutan diperlukan; ya/tidak adalah BOOLEAN; tanggal adalah DATE. Bidang yang dapat mengambil salah satu dari beberapa nilai bernama (spesies hewan peliharaan, warna) adalah yang harus dibuat menjadi tipe terenumerasi.

    Array empat rekaman ClubMember digambar sebagai baris bidang, dengan callout Members[3].LastName memilih satu bidang dari satu elemen, dan assignment menulis satu bidang dari elemen lain
    Array rekaman: setiap elemen adalah seluruh rekaman, index memilih elemen, dan titik memilih bidang

    Rekaman dalam array dan file. Tabel dengan banyak anggota adalah DECLARE Members : ARRAY[1:100] OF ClubMember; kemudian Members[3].LastName adalah satu bidang dari satu elemen, dan perulangan atas indeks memproses setiap rekaman. Rekaman juga merupakan unit alami yang ditulis dan dibaca dari file (di bawah), satu rekaman per PUTRECORD atau WRITEFILE.

    Contoh terpecahkan. Tipe komposit Pet menyimpan nama hewan peliharaan (string), spesies (salah satu dari anjing, kucing, kelinci atau hamster) dan berat dalam kilogram (real). Definisikan tipe-tipe tersebut dan deklarasikan variabel.

    TYPE Species = (Dog, Cat, Rabbit, Hamster)
    TYPE Pet
        DECLARE Name : STRING
        DECLARE Kind : Species
        DECLARE Weight : REAL
    ENDTYPE
    DECLARE MyPet : Pet
    MyPet.Kind ← Rabbit
    

    Tipe terenumerasi didefinisikan pertama, karena rekaman menggunakannya: urutan itu penting dalam pseudocode sama seperti dalam compiler.

    Kelas dalam pseudocode. Kelas adalah tipe komposit yang juga membawa perilaku. Ujian meminta deklarasi dengan atributnya ditandai PRIVATE, konstruktor bernama NEW yang mengaturnya, dan PUBLIC metode untuk mengambil atau mengubahnya:

    CLASS Appointment
        PRIVATE PatientName : STRING
        PRIVATE Treatment : STRING
        PRIVATE Medication : STRING
        PUBLIC PROCEDURE NEW(Name : STRING, Treat : STRING, Med : STRING)
            PatientName ← Name
            Treatment ← Treat
            Medication ← Med
        ENDPROCEDURE
        PUBLIC FUNCTION GetTreatment() RETURNS STRING
            RETURN Treatment
        ENDFUNCTION
    ENDCLASS
    
    DECLARE Visit : Appointment
    Visit ← NEW Appointment("A. Chen", "filling", "none")
    OUTPUT Visit.GetTreatment()
    

    Atribut bersifat privat agar hanya dapat diubah melalui metode (enkapsulasi, Topik 20); konstruktor adalah prosedur yang dipanggil NEW dengan satu parameter per atribut; getter adalah fungsi yang mengembalikan atribut. Masing-masing dari ini adalah nilai skor terpisah.

    Explore · ⁨Jelajahi⁩

    Programming concept lab · ⁨Makmal konsep pengaturcaraan⁩

    Connect examples to the programming idea they show. · ⁨Sambungkan contoh kepada idea pengaturcaraan yang ditunjukkannya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    user-defined type/ˈjuːzə dɪˈfaɪnd taɪp/ tipe yang didefinisikan pengguna
    field/fiːld/ medan
    record/ˈrekɔːd/ rekaman
    set/set/ set
    class/klæs/ kelas
    composite type/ˈkɒmpəzɪt taɪp/ tipe komposit
    enumerated type/ɪˈnjuːməreɪtɪd taɪp/ tipe enumerate
    pointer/ˈpɔɪntə/ pointer
    linked list/lɪŋkt lɪst/ daftar linked
    dereference/ˌdiːˈrefrəns/ menyanggaikan
    object/ˈɒbdʒekt/ benda itu sendiri
    attributes/ˈætrɪbjuːts/ atribut-atribut
    methods/ˈmeθədz/ metodenya
    constructor/kənˈstrʌktə/ konstruktor
    File organisation/faɪl ˌɔːɡənaɪˈzeɪʃn/ Organisasi file
    13.2

    File organisation and access · ⁨Organisasi dan akses file⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of the methods of file organisation and select an appropriate method of file organisation and file access for a given problem Including serial, sequential (using a key field), random (using a record key)
    Show understanding of methods of file access Including Sequential access for serial and sequential files Direct access for sequential and random files
    Show understanding of hashing algorithms Describe and use different hashing algorithms to read from and write data to a random/sequential file
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang metode organisasi berkas dan pilih metode organisasi berkas dan akses berkas yang sesuai untuk masalah yang diberikan Termasuk serial, sekuensial (menggunakan bidang kunci), acak (menggunakan kunci rekaman)
    Tunjukkan pemahaman tentang metode akses berkas Termasuk Akses sekuensial untuk berkas serial dan sekuensial. Akses langsung untuk berkas sekuensial dan acak
    Tunjukkan pemahaman tentang algoritma pencacahan Deskripsikan dan gunakan berbagai algoritma pencacahan untuk membaca dan menulis data ke berkas acak/sekuensial

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    File organisation 文件组织 is how the data is laid out; file access is how the program reaches a record.

    • serial file 串行文件 — records in the order added, no sorting. Access is sequential only; appending is fast; searching is slow. Used for logs and audit trails.
    • sequential file 顺序文件 — records sorted by a key. Searching is faster (you can stop early or binary-search); inserting is slow (records must shift). Used for master files updated in batch.
    • random file 随机文件 (direct-access file) — records at positions computed from the key (often by a hash). Direct access by key is very fast; reading in key order is harder. Used for large lookup tables and customer accounts.

    The two access methods are sequential access 顺序存取 (read from start to end) and direct access 直接存取 (jump straight to a known position). Match the structure to the dominant operation: single-key lookups favour random; in-order reports favour sequential.

    Describing each organisation (the wording that scores). Serial: records are stored one after another in the order in which they were added, with no ordering by key. Sequential: records are stored in order of a key field (sorted). Random: each record is stored at an address calculated from its key by a hashing algorithm, so the records are not in any order. Comparing serial and sequential: both store records one after another and both are read sequentially, but a sequential file is ordered by key, so a search can stop as soon as a key larger than the target is read, and a new record must be inserted in its correct position (usually by rewriting the file), whereas a serial file is simply appended to.

    Describing each access method. Sequential access: start at the beginning of the file and read the records one after another (in the order stored) until the required record is found or the end of the file is reached. Applied to a serial file this means reading every record up to the match, and reading the whole file to establish that a record is absent; applied to a sequential file the search can stop early, as soon as a key greater than the target is read. Direct access: the address of the record is calculated from its key (by a hashing algorithm, or from an index), and the program goes straight to that position without reading the records before it; this is the access method for random files, and for a record referenced by a unique address on a disk.

    Choosing. A payroll or utility-billing master file processed in batch, every record in turn, suits a sequential file; a log of transactions in the order they happened suits a serial file; a stock or customer file where single records are looked up and updated by key while the program runs suits a random file with direct access.

    File handling in pseudocode. The exam expects the standard statements, and Paper 3 sets algorithms that use them:

    Task Statements
    open a text file OPENFILE "Scores.txt" FOR READ (or FOR WRITE, which creates or overwrites, or FOR APPEND)
    read or write a line READFILE "Scores.txt", Line and WRITEFILE "Scores.txt", Line
    test for the end WHILE NOT EOF("Scores.txt")
    close CLOSEFILE "Scores.txt"
    open a random file OPENFILE "Stock.dat" FOR RANDOM
    move to a record position SEEK "Stock.dat", Address
    read or write a whole record GETRECORD "Stock.dat", Item and PUTRECORD "Stock.dat", Item

    Worked example. A random file Stock.dat holds records of type StockItem, stored at the address given by ItemID MOD 100. Write pseudocode that stores a new item at its hashed address if that position is empty, reporting the position if it is already in use.

    Two details the mark scheme checks: SEEK before each GETRECORD or PUTRECORD (reading moves the position on, so seek again before writing), and the file opened FOR RANDOM and closed at the end. To copy every record of a random file to another, loop over the addresses with SEEK, GETRECORD from one file and PUTRECORD to the other, skipping empty positions.

    Bahasa Indonesia

    Organisasi file adalah bagaimana data tersusun; akses file adalah bagaimana program mencapai sebuah rekaman.

    • file serial — rekaman dalam urutan penambahan, tanpa pengurutan. Akses hanya berurutan; penambahan akhir cepat; pencarian lambat. Digunakan untuk log dan jejak audit.
    • file berurutan — rekaman diurutkan berdasarkan kunci. Pencarian lebih cepat (Anda bisa berhenti lebih awal atau menggunakan pencarian biner); penyisipan lambat (rekaman harus bergeser). Digunakan untuk file master yang diperbarui secara batch.
    • file acak (file akses langsung) — rekaman di posisi yang dihitung dari kunci (sering kali melalui hash). Akses langsung berdasarkan kunci sangat cepat; membaca dalam urutan kunci lebih sulit. Digunakan untuk tabel pencarian besar dan akun pelanggan.
    Baris kotak rekaman dari pertama hingga keenam dalam urutan penambahan, dengan panah append dan penanda Awal file
    File serial: rekaman disimpan dalam urutan penambahan
    Baris kotak rekaman pelanggan dengan nilai kunci naik, menunjukkan rekaman yang diurutkan ke dalam urutan kunci
    File berurutan: rekaman diurutkan berdasarkan bidang kunci
    Kunci rekaman melewati fungsi hash untuk menghitung nomor slot, dengan rekaman ditempatkan di slot tersebut dari file
    File acak: rekaman berada di posisi yang dihitung dari kunci

    Dua metode akses adalah akses berurutan (dibaca dari awal hingga akhir) dan akses langsung (lompat langsung ke posisi yang diketahui). Cocokkan struktur dengan operasi dominan: pencarian kunci tunggal mendukung random; laporan berurutan mendukung sequential.

    Mendeskripsikan setiap organisasi (kata-kata yang bernilai). Serial: rekaman disimpan satu setelah lainnya dalam urutan penambahan, tanpa pengurutan berdasarkan kunci. Berurutan: rekaman disimpan berdasarkan urutan bidang kunci (terurut). Acak: setiap rekaman disimpan pada alamat yang dihitung dari kuncinya oleh algoritma hashing, sehingga rekaman tidak dalam urutan apa pun. Membandingkan serial dan berurutan: keduanya menyimpan rekaman satu setelah lainnya dan keduanya dibaca secara berurutan, tetapi file berurutan diurutkan berdasarkan kunci, sehingga pencarian dapat berhenti segera setelah kunci yang lebih besar dari target terbaca, dan rekaman baru harus disisipkan pada posisi yang benar (biasanya dengan menulis ulang file), sedangkan file serial sekadar ditambahkan di akhirnya.

    Dua rantai langkah-langkah: akses langsung menghash kunci ke alamat, mencari langsung ke sana dan membaca atau menulis rekaman; akses berurutan membuka file, membaca rekaman satu per satu dari awal dan membandingkan kunci hingga rekaman ditemukan atau akhir file tercapai
    Dua metode akses sebagai prosedur: akses langsung menghitung tempat untuk melihat; akses berurutan melihat semuanya secara bergantian

    Mendeskripsikan setiap metode akses. Akses berurutan: mulai dari awal file dan baca rekaman satu setelah lainnya (dalam urutan penyimpanan) hingga rekaman yang diinginkan ditemukan atau akhir file tercapai. Diterapkan pada file serial ini berarti membaca setiap rekaman hingga cocok, dan membaca seluruh file untuk menetapkan bahwa rekaman tidak ada; diterapkan pada file berurutan pencarian dapat berhenti lebih awal, segera setelah kunci yang lebih besar dari target terbaca. Akses langsung: alamat rekaman dihitung dari kuncinya (oleh algoritma hashing, atau dari indeks), dan program pergi langsung ke posisi tersebut tanpa membaca rekaman sebelumnya; ini adalah metode akses untuk file acak, dan untuk rekaman yang dirujuk oleh alamat unik di disk.

    Pemilihan. File master gaji atau tagihan utilitas yang diproses secara batch, setiap rekaman secara bergantian, cocok untuk file berurutan; log transaksi sesuai dengan urutan kejadiannya cocok untuk file serial; file stok atau pelanggan di mana rekaman tunggal dicari dan diperbarui berdasarkan kunci selama program berjalan cocok untuk file acak dengan akses langsung.

    Penanganan file dalam pseudocode. Ujian mengharapkan pernyataan standar, dan Paper 3 menetapkan algoritma yang menggunakannya:

    Tugas Pernyataan
    buka file teks OPENFILE "Scores.txt" FOR READ (atau FOR WRITE, yang membuat atau menimpa, atau FOR APPEND)
    baca atau tulis baris READFILE "Scores.txt", Line dan WRITEFILE "Scores.txt", Line
    uji untuk akhir WHILE NOT EOF("Scores.txt")
    tutup CLOSEFILE "Scores.txt"
    buka file acak OPENFILE "Stock.dat" FOR RANDOM
    pindah ke posisi rekaman SEEK "Stock.dat", Address
    baca atau tulis seluruh rekaman GETRECORD "Stock.dat", Item dan PUTRECORD "Stock.dat", Item

    Contoh terpecahkan. File acak Stock.dat menyimpan rekaman bertipe StockItem, disimpan pada alamat yang diberikan oleh ItemID MOD 100. Tulis pseudocode yang menyimpan item baru pada alamat hashnya jika posisi tersebut kosong, melaporkan posisinya jika sudah digunakan.

    DECLARE Item, Existing : StockItem
    DECLARE Address : INTEGER
    INPUT Item.ItemID, Item.Description, Item.Quantity
    Address ← Item.ItemID MOD 100
    OPENFILE "Stock.dat" FOR RANDOM
    SEEK "Stock.dat", Address
    GETRECORD "Stock.dat", Existing
    IF Existing.ItemID = 0 THEN
        // 0 marks an empty position
    ENDIF
        SEEK "Stock.dat", Address
        PUTRECORD "Stock.dat", Item
        OUTPUT "Stored at ", Address
    ELSE
        OUTPUT "Position ", Address, " is in use"
    ENDIF
    CLOSEFILE "Stock.dat"
    

    Dua hal yang diperiksa oleh kunci jawaban: SEEK sebelum setiap GETRECORD atau PUTRECORD (pembacaan memindahkan posisi, jadi cari lagi sebelum menulis), dan file dibuka FOR RANDOM dan ditutup di akhir. Untuk menyalin setiap rekaman dari file acak ke file lain, lakukan perulangan pada alamat dengan SEEK, GETRECORD dari satu file dan PUTRECORD ke file lainnya, melewati posisi kosong.

    Explore · ⁨Jelajahi⁩

    File access route · ⁨Rute akses file⁩

    Follow a file from storage to program and back safely. · ⁨Ikuti alur file dari penyimpanan ke program dan kembali dengan aman.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    serial file/ˈsɪərɪəl faɪl/ file serial
    sequential file/siːˈkwenʃl faɪl/ file berurutan
    random file/ˈrændəm faɪl/ file acak
    direct access/daɪˈrekt ˈækses/ akses langsung
    hash function/hæʃ ˈfʌŋkʃn/ fungsi hash
    sequential access/siːˈkwenʃl ˈækses/ akses berurutan
    deterministic/dɪˌtɜːmɪˈnɪstɪk/ deterministik
    collision/kəˈlɪʒn/ tabrakan
    linear probing/ˈlɪnɪə ˈprəʊbɪŋ/ probing linear
    chaining/ˈtʃeɪnɪŋ/ pengantingan
    load factor/ləʊd ˈfæktə/ faktor beban
    overflow area/ˌəʊvəˈfləʊ ˈeərɪə/ area overflow
    Watch lesson · ⁨Tonton pelajaran⁩
    13.2

    Hashing · ⁨Penghashan⁩

    English

    A hash function 散列函数 (a hashing algorithm) takes a record key and produces an address where the record is stored. A good one is fast, deterministic 确定性, and spreads keys evenly.

    Common hashing algorithms for $N$ slots: modulo hash address ← key MOD N; folding (split the key, add the pieces, MOD N); a string hash (sum the character codes, MOD N).

    A collision 冲突 is when two keys hash to the same address. Three ways to resolve it:

    Strategy How it works Trade-off
    linear probing 线性探测 use the next free slot (wrapping around) simple, but keys cluster
    chaining 链接法 each slot points to a linked list 链表 of records no clustering, but uses more memory
    rehashing apply a second hash function spreads keys, but more work

    To search: hash the key, read that slot; if the keys match you are done, else follow the resolution strategy until a match or an empty slot. To insert: hash the key, write to that slot or the next free one. Keep the load factor 装填因子 (records ÷ slots) below about 70% for near-O(1) lookups.

    "Explain what is meant by a hashing algorithm in the context of file access" (three marks). A calculation (function) performed on the key field of a record that produces a value, which is used as the address (location) at which the record is stored in the file and from which it is retrieved. The same calculation on the same key always gives the same address, which is why the record can be found again without searching.

    "Outline two methods of overcoming a collision." (1) Linear probing (open addressing): store the record in the next free location after the calculated address, wrapping round to the start if necessary; to retrieve, start at the hashed address and read forward until the key matches. (2) An overflow area 溢出区 or chaining: store the colliding record in a separate overflow area (or a linked list attached to the address), which is searched sequentially after the main address fails to match. Either scores; describe the retrieval as well as the storage.

    Worked example. A random file has 11 record positions, numbered 0 to 10, and the hashing algorithm is Address ← Key MOD 11. Records with keys 1250, 1381, 1452, 1613 and 1470 are stored in that order, using linear probing. Show where each record goes, and describe how key 1470 is retrieved.

    $1250 \bmod 11 = 7$; $1381 \bmod 11 = 6$; $1452 \bmod 11 = 0$; $1613 \bmod 11 = 7$, a collision with 1250, so 1613 takes the next free position, 8; $1470 \bmod 11 = 7$ again, and positions 7 and 8 are full, so 1470 goes to 9. To retrieve 1470: calculate $7$, read position 7 (key 1250, no match), read 8 (1613, no), read 9 (1470, found). If an empty position is reached before a match, the record is not in the file. Collisions are the price of a small file: a good hashing algorithm spreads the keys evenly, and the file is kept well below full so that probes stay short.

    Bahasa Indonesia

    Sebuah fungsi hash (algoritma penghashan) mengambil kunci rekaman dan menghasilkan alamat tempat rekaman disimpan. Fungsi yang baik itu cepat, deterministik, dan menyebarkan kunci secara merata.

    Algoritma penghashan umum untuk slot $N$: modulo hash address ← key MOD N; folding (pecah kunci, tambahkan bagian-bagiannya, MOD N); string hash (jumlahkan kode karakter, MOD N).

    Tabrakan terjadi ketika dua kunci dihash ke alamat yang sama. Tiga cara untuk menyelesaikannya:

    Strategi Cara kerja Kompromi
    penelusuran linear gunakan slot berikutnya yang kosong (melingkari) sederhana, tetapi kunci mengelompok
    penganting setiap slot menunjuk ke daftar terhubung rekaman tidak ada pengelompokan, tetapi menggunakan lebih banyak memori
    rehashing terapkan fungsi hash kedua menyebarkan kunci, tetapi lebih banyak pekerjaan
    Menyelesaikan tabrakan di mana kunci A dan B keduanya dihash ke slot 2. Penelusuran linear menempatkan B di slot berikutnya yang kosong (3); penganting tetap membuat slot 2 menunjuk ke daftar terhubung A lalu B
    Menyelesaikan tabrakan hash: penelusuran linear menggunakan slot berikutnya yang kosong; penganting mempertahankan daftar terhubung per slot

    Untuk mencari: hash kunci, baca slot tersebut; jika kuncinya cocok Anda selesai, jika tidak ikuti strategi penyelesaian hingga menemukan kecocokan atau slot kosong. Untuk menyisipkan: hash kunci, tulis ke slot tersebut atau slot berikutnya yang kosong. Jaga faktor beban (rekaman ÷ slot) di bawah sekitar 70% untuk pencarian hampir-O(1).

    "Jelaskan apa yang dimaksud dengan algoritma penghashan dalam konteks akses file (tiga nilai).** Suatu perhitungan (fungsi) yang dilakukan pada bidang kunci rekaman yang menghasilkan nilai, yang digunakan sebagai alamat (lokasi) di mana rekaman disimpan dalam file dan dari mana rekaman diambil. Perhitungan yang sama pada kunci yang sama selalu menghasilkan alamat yang sama, itulah sebabnya rekaman dapat ditemukan kembali tanpa perlu mencari.

    "Gambarkan dua metode untuk mengatasi tabrakan." (1) Penelusuran linear (pengalamatan terbuka): simpan rekaman di lokasi berikutnya yang kosong setelah alamat yang dihitung, melingkari kembali ke awal jika perlu; untuk mengambil, mulai dari alamat dihash dan baca maju hingga kuncinya cocok. (2) Area tumpukan atau penganting: simpan rekaman yang bertabrakan di area tumpukan terpisah (atau daftar terhubung yang melekat pada alamat), yang dicari secara berurutan setelah alamat utama gagal cocok. Keduanya mendapat nilai; jelaskan juga pengambilan data selain penyimpanan.

    Contoh pengerjaan. Sebuah file acak memiliki 11 posisi rekaman, bernomor 0 hingga 10, dan algoritma penghashannya adalah Address ← Key MOD 11. Rekaman dengan kunci 1250, 1381, 1452, 1613, dan 1470 disimpan sesuai urutan tersebut, menggunakan penelusuran linear. Tunjukkan ke mana setiap rekaman pergi, dan jelaskan bagaimana kunci 1470 diambil.

    $1250 \bmod 11 = 7$; $1381 \bmod 11 = 6$; $1452 \bmod 11 = 0$; $1613 \bmod 11 = 7$, sebuah tabrakan dengan 1250, sehingga 1613 mengambil posisi berikutnya yang kosong, yaitu 8; $1470 \bmod 11 = 7$ lagi, dan posisi 7 dan 8 sudah penuh, sehingga 1470 masuk ke 9. Untuk mengambil 1470: hitung $7$, baca posisi 7 (kunci 1250, tidak cocok), baca 8 (1613, tidak), baca 9 (1470, ditemukan). Jika mencapai posisi kosong sebelum menemukan kecocokan, rekaman tidak ada dalam file. Tabrakan adalah harga dari ukuran file yang kecil: algoritma penghashan yang baik menyebarkan kunci secara merata, dan file dijaga jauh di bawah kapasitas penuh agar probe tetap pendek.

    Explore · ⁨Jelajahi⁩

    A hash table · ⁨Tabel hash⁩

    Watch each key get hashed to a bucket. A good hash spreads keys out so lookups stay fast. · ⁨Saksikan setiap kunci dihash ke wadah. Hash yang baik menyebarkan kunci agar pencarian tetap cepat.⁩

    13.3

    Floating-point numbers · ⁨Bilangan titikaplangit⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Describe the format of binary floating-point real numbers Use two's complement form Understand of the effects of changing the allocation of bits to mantissa and exponent in a floating-point representation
    Convert binary floating-point real numbers into denary and vice versa
    Normalise floating-point numbers Understand the reasons for normalisation
    Show understanding of the consequences of a binary representation only being an approximation to the real number it represents (in certain cases) Understand how underflow and overflow can occur
    Show understanding that binary representations can give rise to rounding errors
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Deskripsikan format bilangan riil floating-point biner Gunakan bentuk komplemen dua Pahami efek dari perubahan alokasi bit ke mantissa dan eksponen dalam representasi floating-point
    Konversi bilangan riil floating-point biner ke desimal dan sebaliknya
    Normalisasikan bilangan floating-point Pahami alasan untuk normalisasi
    Tunjukkan pemahaman tentang konsekuensi dari representasi biner yang hanya merupakan pendekatan terhadap bilangan riil yang diwakilinya (dalam kasus tertentu) Pahami bagaimana underflow dan overflow dapat terjadi
    Tunjukkan pemahaman bahwa representasi biner dapat menimbulkan kesalahan pembulatan

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    To store real numbers of very different sizes, computers use a floating-point 浮点 format — a binary form of scientific notation, with two fields:

    • a mantissa 尾数 — the significant digits.
    • an exponent 指数 — the power of 2 to multiply by.

    Both are stored as two's complement 补码 integers. The value is

    $$\text{number} = \text{mantissa} \times 2^{\text{exponent}}.$$

    Read the mantissa as a binary fraction — the first bit after the point is worth $1/2$, the next $1/4$, then $1/8$, and so on. So 0.1010000 is $1/2 + 1/8 = 0.625$; with exponent 00000010 (= 2) the value is $0.625 \times 2^{2} = 2.5$.

    Converting

    • binary → denary: read the mantissa (use two's-complement rules if negative) as a fraction, read the exponent as a signed integer, then multiply mantissa by $2^{\text{exponent}}$.
    • denary → binary: write the number as a binary fraction × a power of 2, then store the mantissa and exponent in the agreed formats.

    Worked example. A number has mantissa 10110000 and exponent 00000011. Find its denary value.

    The exponent 00000011 is $+3$. The mantissa begins with a 1, so it is negative. Read as 1.0110000 in two's complement, the sign bit is worth $-1$ and the fraction bits add $\tfrac{1}{4} + \tfrac{1}{8} = 0.375$, so the mantissa is $-1 + 0.375 = -0.625$. Then

    $$\text{number} = -0.625 \times 2^{3} = -5.0.$$

    Worked example. Store $+2.5$ in this format.

    In binary $2.5 = 10.1$. Written as a normalised fraction, $2.5 = 0.101 \times 2^{2}$. So the mantissa is 01010000 (sign bit 0, then .101) and the exponent is 00000010 ($= 2$).

    The exam's format: two's complement, a mantissa and an exponent

    The exam states a format such as 10 bits for the mantissa and 6 bits for the exponent, both in two's complement. The mantissa's binary point sits after its first (sign) bit, so a positive mantissa is 0.xxxxxxxxx and a negative one 1.xxxxxxxxx; the exponent is an ordinary signed integer. Every conversion uses the same three moves: read the mantissa as a fraction (two's-complement rules if it starts with 1), read the exponent as an integer, multiply by $2^{\text{exponent}}$.

    Worked example (binary to denary). Mantissa 0101100000, exponent 000011.

    Mantissa: $0.101100000_2 = \tfrac{1}{2} + \tfrac{1}{8} + \tfrac{1}{16} = 0.6875$. Exponent: $000011_2 = 3$. Value: $0.6875 \times 2^{3} = 5.5$.

    Worked example (negative mantissa). Mantissa 1011000000, exponent 000010.

    The mantissa starts with 1, so it is negative. Its value is $-1 + 0.011000000_2 = -1 + (\tfrac{1}{4} + \tfrac{1}{8}) = -0.625$; exponent $= 2$; value $-0.625 \times 4 = -2.5$. (Alternatively, take the two's complement of the mantissa, 0101000000 $= 0.625$, and attach the minus sign.) A negative exponent such as 111110 $= -2$ divides instead: a mantissa of $0.5$ with that exponent is $0.5 \times 2^{-2} = 0.125$.

    Worked example (denary to binary). Store $+6.5$ and $-6.5$ in the 10-bit and 6-bit format, normalised.

    $6.5 = 110.1_2 = 0.1101_2 \times 2^{3}$, so the mantissa is 0110100000 and the exponent 000011. For $-6.5$, take the two's complement of the mantissa: 1001100000 (check: $-1 + 0.0011_2 = -1 + 0.1875 = -0.8125$, and $-0.8125 \times 8 = -6.5$), exponent 000011 unchanged. The sign never goes into the exponent; a negative number has a negative mantissa.

    Normalisation

    A number is normalised 规格化 when the first significant bit is immediately after the binary point (no wasted leading zeros). This maximises precision, because every mantissa bit carries information. To normalise, shift the mantissa left and decrease the exponent (or shift right and increase it) until the first significant bit is in place; the value is unchanged. For negative (two's-complement) mantissas, the sign bit (1) is followed immediately by a 0.

    Recognising and producing normalised form. A positive normalised mantissa begins 01; a negative one begins 10. So 0011000000 is not normalised (shift left one place and subtract one from the exponent: 0110000000, exponent one less) and 1100000000 is not either (shift left until the pattern is 10...). Each shift left of the mantissa must be matched by subtracting one from the exponent, or the value changes.

    "Explain why numbers are stored in normalised form" (two marks). (1) It gives the maximum precision (accuracy) for the number of bits available, because no bits are wasted on leading zeros (or leading ones for a negative number); (2) each number then has a unique representation, so numbers can be compared; and (3) it makes the best use of the available range. Any two of these score.

    Approximation and rounding errors

    Many denary reals cannot be stored exactly in binary — e.g. $0.1_{10}$ is the repeating binary fraction $0.000110011\ldots_{2}$, which must be truncated. Consequences:

    • rounding errors 舍入误差 build up over many operations (0.1 + 0.2 is not exactly 0.3).
    • comparisons fail — never test a real for equality. Test that the difference is smaller than a small tolerance, IF Difference < 0.000001, where the difference is taken the right way round or through a modulus function that the question would define. ABS is not on the 9618 insert or in the Pseudocode Guide, so do not assume it: the guide says any function a question needs will be given.
    • subtracting two nearly-equal values loses precision.
    • overflow 溢出 (a result too large for the exponent's range) and underflow 下溢 (a result too small, rounding to zero) occur when the exponent runs out of range.

    For exact needs (currency), use fixed-point 定点 or BCD 二进码十进数 instead of floating-point.

    "Describe the effect of changing the allocation of bits" (three marks). With a fixed total number of bits, increasing the mantissa and reducing the exponent gives greater precision 精度 (more significant figures, smaller rounding errors) but a smaller range 范围 (the largest and smallest magnitudes that can be stored shrink); increasing the exponent does the opposite: a larger range at the cost of precision. Name both effects and both directions.

    Largest and smallest. In the 10-bit mantissa, 6-bit exponent format the largest positive number has mantissa 0111111111 ($= 1 - 2^{-9}$) and exponent 011111 ($= 31$): about $2^{31}$. The smallest positive normalised number has mantissa 0100000000 ($= 0.5$) and exponent 100000 ($= -32$): $0.5 \times 2^{-32} = 2^{-33}$. The most negative number has mantissa 1000000000 ($= -1$) and exponent $31$: $-2^{31}$.

    "Explain what is meant by overflow and underflow." Overflow occurs when the result of a calculation is larger than the largest number that can be represented, so the exponent would need more bits than it has; underflow occurs when a result is smaller than the smallest (non-zero) number that can be represented, too close to zero for the exponent to express, so it is stored as zero. Both come from the exponent's range, not the mantissa's.

    Why a binary representation is only an approximation. A binary fraction can only represent sums of $\tfrac{1}{2}, \tfrac{1}{4}, \tfrac{1}{8}, \ldots$ exactly; a value such as $0.1$ or $\tfrac{1}{3}$ has an infinite binary expansion, and the mantissa has a fixed number of bits, so the stored value is the nearest one that fits. The difference is a rounding error; it is small for one number but accumulates over repeated calculations (adding $0.1$ ten times may not give exactly $1$), which is why real numbers should never be tested for exact equality.

    Bahasa Indonesia

    Untuk menyimpan bilangan riil dengan ukuran yang sangat berbeda, komputer menggunakan format titikaplangit — bentuk biner dari notasi ilmiah, dengan dua bidang:

    • mantissa — digit signifikan.
    • eksponen — pangkat dari 2 yang dikalikan.

    Keduanya disimpan sebagai bilangan bulat komplemen dua. Nilainya adalah

    $$\text{number} = \text{mantissa} × 2^{\text{exponent}}.$$

    Baca mantissa sebagai pecahan biner — bit pertama setelah titik bernilai $1/2$, berikutnya $1/4$, kemudian $1/8$, dan seterusnya. Jadi 0.1010000 adalah $1/2 + 1/8 = 0.625$; dengan eksponen 00000010 (= 2) nilainya adalah $0.625 \times 2^{2} = 2.5$.

    Dua byte nilai tempat: mantissa 8-bit dengan bit tanda dan pecahan dari setengah hingga satu per 128, dan eksponen komplemen dua 8-bit dari minus 128 hingga 1
    Nilai tempat dari mantissa 8-bit dan eksponen 8-bit

    Konversi

    • biner → desimal: baca mantissa (gunakan aturan komplemen dua jika negatif) sebagai pecahan, baca eksponen sebagai bilangan bulat bertanda, lalu kalikan mantissa dengan $2^{\text{exponent}}$.
    • desimal → biner: tulis angka sebagai pecahan biner × pangkat dari 2, lalu simpan mantissa dan eksponen dalam format yang disepakati.

    Contoh pengerjaan. Suatu angka memiliki mantissa 10110000 dan eksponen 00000011. Temukan nilai desimalnya.

    Eksponen 00000011 adalah $+3$. Mantissa dimulai dengan 1, jadi negatif. Dibaca sebagai 1.0110000 dalam komplemen dua, bit tanda bernilai $-1$ dan bit pecahan menambah $\tfrac{1}{4} + \tfrac{1}{8} = 0.375$, sehingga mantissa adalah $-1 + 0.375 = -0.625$. Kemudian

    $$\text{number} = -0.625 \times 2^{3} = -5.0.$$

    Contoh pengerjaan. Simpan $+2.5$ dalam format ini.

    Dalam biner $2.5 = 10.1$. Ditulis sebagai pecahan ternormalisasi, $2.5 = 0.101 \times 2^{2}$. Jadi mantissanya adalah 01010000 (bit tanda 0, kemudian .101) dan eksponennya adalah 00000010 ($= 2$).

    Format ujian: komplemen dua, mantissa, dan eksponen

    Ujian menyatakan format seperti 10 bit untuk mantisa dan 6 bit untuk eksponen, keduanya dalam dua komplemen. Titik biner mantisa berada setelah bit pertama (tanda)nya, sehingga mantisa positif adalah 0.xxxxxxxxx dan mantisa negatif 1.xxxxxxxxx; eksponen adalah bilangan bulat bertanda biasa. Setiap konversi menggunakan tiga langkah yang sama: baca mantisa sebagai pecahan (aturan dua komplemen jika dimulai dengan 1), baca eksponen sebagai bilangan bulat, kalikan dengan $2^{\text{exponent}}$.

    Contoh terpecahkan (biner ke desimal). Mantisa 0101100000, eksponen 000011.

    Mantisa: $0.101100000_2 = \tfrac{1}{2} + \tfrac{1}{8} + \tfrac{1}{16} = 0.6875$. Eksponen: $000011_2 = 3$. Nilai: $0.6875 \times 2^{3} = 5.5$.

    Contoh terpecahkan (mantisa negatif). Mantisa 1011000000, eksponen 000010.

    Mantisa dimulai dengan 1, jadi bernilai negatif. Nilainya adalah $-1 + 0.011000000_2 = -1 + (\tfrac{1}{4} + \tfrac{1}{8}) = -0.625$; eksponen $= 2$; nilai $-0.625 \times 4 = -2.5$. (Atau, ambil dua komplemen dari mantisa, 0101000000 $= 0.625$, dan tambahkan tanda minus.) Eksponen negatif seperti 111110 $= -2$ berarti pembagian: mantisa $0.5$ dengan eksponen tersebut bernilai $0.5 \times 2^{-2} = 0.125$.

    Contoh terpecahkan (desimal ke biner). Simpan $+6.5$ dan $-6.5$ dalam format 10-bit dan 6-bit, dinormalisasi.

    $6.5 = 110.1_2 = 0.1101_2 \times 2^{3}$, jadi mantisanya 0110100000 dan eksponennya 000011. Untuk $-6.5$, ambil dua komplemen dari mantisa: 1001100000 (cek: $-1 + 0.0011_2 = -1 + 0.1875 = -0.8125$, dan $-0.8125 \times 8 = -6.5$), eksponen 000011 tetap. Tanda tidak masuk ke eksponen; bilangan negatif memiliki mantisa negatif.

    Normalisasi

    Sebuah bilangan dinormalisasi ketika bit signifikan pertama berada tepat setelah titik biner (tidak ada nol awalan yang sia-sia). Ini memaksimalkan presisi, karena setiap bit mantisa membawa informasi. Untuk menormalisasi, geser mantisa ke kiri dan kurangi eksponen (atau geser ke kanan dan tingkatkan) hingga bit signifikan pertama berada di tempatnya; nilainya tetap sama. Untuk mantisa negatif (dua komplemen), bit tanda (1) diikuti segera oleh 0.

    Mengenal dan menghasilkan bentuk normal. Mantisa positif dinormalisasi dimulai 01; yang negatif dimulai 10. Jadi 0011000000 tidak dinormalisasi (geser ke kiri satu tempat dan kurangi satu dari eksponen: 0110000000, eksponen berkurang satu) dan 1100000000 juga tidak (geser ke kiri hingga polanya menjadi 10...). Setiap pergeseran ke kiri mantisa harus diikuti pengurangan satu dari eksponen, atau nilainya berubah.

    "Jelaskan mengapa angka disimpan dalam bentuk normal" (dua nilai). (1) Memberikan presisi maksimum (akurasi) untuk jumlah bit yang tersedia, karena tidak ada bit yang sia-sia pada nol awalan (atau satu awalan untuk bilangan negatif); (2) setiap bilangan kemudian memiliki representasi unik, sehingga bilangan dapat dibandingkan; dan (3) ini memanfaatkan rentang yang tersedia sebaik mungkin. Dua dari poin ini mendapat nilai.

    Menormalisasi 0.0011010 dengan eksponen 4: geser mantisa ke kiri dua tempat dan kurangi eksponen sebesar 2, menghasilkan 0.1101000 dengan eksponen 2 — nilai yang sama, tanpa nol awalan yang sia-sia
    Normalisasi: geser mantisa ke kiri untuk menghilangkan nol awalan, menurunkan eksponen dengan jumlah yang sama

    Pendekatan dan kesalahan pembulatan

    Banyak bilangan riil desimal tidak dapat disimpan secara tepat dalam biner — mis. $0.1_{10}$ adalah pecahan biner berulang $0.000110011\ldots_{2}$, yang harus dipotong. Konsekuensinya:

    • kesalahan pembulatan menumpuk selama banyak operasi (0.1 + 0.2 tidak sama persis dengan 0.3).
    • perbandingan gagal — jangan pernah menguji bilangan riil untuk kesamaan. Ujilah bahwa selisihnya lebih kecil dari toleransi kecil, IF Difference < 0.000001, di mana selisih diambil dengan arah yang benar atau melalui fungsi modulus yang akan didefinisikan oleh soal. ABS tidak ada di lampiran 9618 atau dalam Panduan Pseudocode, jadi jangan asumsikan itu: panduan menyatakan bahwa fungsi apa pun yang diperlukan soal akan diberikan.
    • mengurangi dua nilai yang hampir sama kehilangan presisi.
    • overflow (hasil terlalu besar untuk rentang eksponen) dan underflow (hasil terlalu kecil, dibulatkan menjadi nol) terjadi ketika eksponen melebihi batas.

    Untuk kebutuhan presisi (mata uang), gunakan titik tetap atau BCD alih-alih titik mengambang.

    Tiga kata 16-bit dibagi berbeda antara mantisa dan eksponen: dua belas dan empat bit untuk presisi dengan rentang kecil, delapan dan delapan untuk keseimbangan, empat dan dua belas untuk rentang besar dengan nilai kasar
    Total bit yang sama dibagi dua cara: bit mantisa membeli presisi, bit eksponen membeli rentang, dan satu hanya bisa tumbuh di atas pengorbanan yang lain

    "Deskripsikan efek perubahan alokasi bit" (tiga nilai). Dengan total jumlah bit tetap, meningkatkan mantisa dan mengurangi eksponen memberikan presisi yang lebih besar (lebih banyak angka signifikan, kesalahan pembulatan lebih kecil) tetapi rentang yang lebih kecil (besar dan kecilnya besaran yang dapat disimpan menyusut); meningkatkan eksponen melakukan sebaliknya: rentang lebih besar dengan mengorbankan presisi. Sebutkan kedua efek dan kedua arah.

    Terbesar dan terkecil. Dalam format mantisa 10-bit, eksponen 6-bit, bilangan positif terbesar memiliki mantisa 0111111111 ($= 1 - 2^{-9}$) dan eksponen 011111 ($= 31$): sekitar $2^{31}$. Bilangan positif dinormalisasi terkecil memiliki mantisa 0100000000 ($= 0.5$) dan eksponen 100000 ($= -32$): $0.5 \times 2^{-32} = 2^{-33}$. Bilangan paling negatif memiliki mantisa 1000000000 ($= -1$) dan eksponen $31$: $-2^{31}$.

    "Jelaskan apa yang dimaksud dengan overflow dan underflow." Overflow terjadi ketika hasil perhitungan lebih besar dari bilangan terbesar yang dapat direpresentasikan, sehingga eksponen memerlukan lebih banyak bit daripada yang dimilikinya; underflow terjadi ketika hasil lebih kecil dari bilangan terkecil (non-nol) yang dapat direpresentasikan, terlalu dekat dengan nol sehingga eksponen tidak dapat mengekspresikannya, sehingga disimpan sebagai nol. Keduanya berasal dari rentang eksponen, bukan mantisa.

    Mengapa representasi biner hanyalah sebuah pendekatan. Pecahan biner hanya dapat merepresentasikan jumlah dari $\tfrac{1}{2}, \tfrac{1}{4}, \tfrac{1}{8}, \ldots$ secara tepat; nilai seperti $0.1$ atau $\tfrac{1}{3}$ memiliki ekspansi biner tak hingga, dan mantisa memiliki jumlah bit yang tetap, sehingga nilai yang disimpan adalah nilai terdekat yang muat. Perbedaan ini adalah kesalahan pembulatan; nilainya kecil untuk satu angka tetapi terakumulasi melalui perhitungan berulang (menambahkan $0.1$ sebanyak sepuluh kali mungkin tidak menghasilkan tepat $1$), oleh karena itu bilangan riil seharusnya tidak pernah diuji untuk kesamaan eksak.

    Explore · ⁨Jelajahi⁩

    Build a floating-point number · ⁨Membangun angka titikapung⁩

    Flip the mantissa and exponent bits to make a value, and check whether it is normalised. · ⁨Balik bit mantissa dan eksponen untuk membuat nilai, dan periksa apakah itu dinormalisasi.⁩

    Explore · ⁨Jelajahi⁩

    Normalising a floating-point number · ⁨Menormalisasi angka titikapung⁩

    Step through normalisation. Shifting the mantissa to remove wasted leading zeros — and adjusting the exponent to match — keeps the value the same but spends every bit on precision. · ⁨Langkah-langkah normalisasi. Menggeser mantissa untuk menghilangkan nol awal yang sia-sia — dan menyesuaikan eksponen agar sesuai — mempertahankan nilai yang sama tetapi menghabiskan setiap bit untuk presisi.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    overflow/ˌəʊvəˈfləʊ/ overflow
    floating-point/ˈfləʊtɪŋ pɔɪnt/ titik mengambang
    mantissa/mænˈtɪsə/ mantissa
    exponent/ekˈspəʊnənt/ eksponen
    two's complement/tuːz ˈkɒmplɪmənt/ komplemen dua
    normalised/ˈnɔːməlaɪzd/ dinormalisasi
    rounding errors/ˈraʊndɪŋ ˈerəz/ kesalahan pembulatan
    underflow/ˌʌndəˈfləʊ/ underflow
    fixed-point/fɪkst pɔɪnt/ titik tetap
    BCD/ˌbiː siː ˈdiː/ BCD
    precision/prɪˈsɪʒn/ presisi
    range/reɪndʒ/ jangkauannya
    Watch lesson · ⁨Tonton pelajaran⁩
    13.3

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    user-defined data type a data type defined by the programmer, based on existing types, to represent data specific to the problem
    non-composite type a type defined without reference to another type; it holds a single value (integer, real, enumerated, pointer)
    composite type a type made up of other types; it holds several values under one identifier (record, set, array, class)
    enumerated type a non-composite type defined by listing all its possible values, in order
    pointer type a non-composite type whose value is the memory address of a variable of a given type
    set a composite type holding a collection of values of one type, unordered and without duplicates
    record a composite type with a fixed number of fields, each with its own identifier and type, accessed by dot notation
    class a composite type combining attributes (data) with the methods (procedures and functions) that act on them; an object is an instance of a class
    serial file records stored one after another in the order in which they were added
    sequential file records stored one after another in order of a key field
    random file records stored at addresses calculated from their keys by a hashing algorithm
    sequential access reading the records in turn from the start of the file until the one required is found
    direct access calculating the address of a record from its key and going straight to that position
    hashing algorithm a calculation on the key of a record that gives the address at which the record is stored and found
    collision two different keys producing the same address
    mantissa the part of a floating-point number that holds its significant bits, as a two's-complement fraction
    exponent the two's-complement integer giving the power of two by which the mantissa is multiplied
    normalised a floating-point number whose mantissa begins 01 (positive) or 10 (negative), so no bits are wasted on leading zeros or ones
    overflow a result too large to be represented in the number of bits available
    underflow a non-zero result too small to be represented, so it is stored as zero
    rounding error the difference between a real number and the nearest value that the binary representation can hold
    Bahasa Indonesia

    Soal definisi dinilai berdasarkan frasa tetap. Hafalkan ini persis, dan berikan hanya satu jawaban.

    Istilah Definisi
    tipe data yang didefinisikan pengguna sebuah tipe data yang didefinisikan oleh pemrogram, berdasarkan tipe yang sudah ada, untuk merepresentasikan data spesifik pada masalah
    tipe non-komposit sebuah tipe yang didefinisikan tanpa merujuk pada tipe lain; ia menyimpan satu nilai (integer, real, terenumerasi, pointer)
    tipe komposit sebuah tipe yang tersusun dari tipe-tipe lain; ia menyimpan beberapa nilai di bawah satu pengenal (rekaman, set, array, kelas)
    tipe terenumerasi sebuah tipe non-komposit yang didefinisikan dengan mencantumkan semua nilainya yang mungkin, berurutan
    tipe pointer sebuah tipe non-komposit yang nilainya adalah alamat memori dari sebuah variabel bertipe tertentu
    set sebuah tipe komposit yang menyimpan kumpulan nilai dari satu tipe, tidak berurutan dan tanpa duplikat
    rekaman sebuah tipe komposit dengan jumlah bidang yang tetap, masing-masing dengan pengenal dan tipenya sendiri, diakses menggunakan notasi titik
    kelas sebuah tipe komposit yang menggabungkan atribut (data) dengan metode (prosedur dan fungsi) yang bekerja padanya; objek adalah实例 dari sebuah kelas
    file serial rekaman yang disimpan satu demi satu sesuai urutan saat mereka ditambahkan
    file sekuensial rekaman yang disimpan satu demi satu sesuai urutan bidang kunci
    file acak rekaman yang disimpan pada alamat yang dihitung dari kuncinya melalui algoritma hashing
    akses sekuensial membaca rekaman secara bergantian dari awal file hingga rekaman yang dibutuhkan ditemukan
    akses langsung menghitung alamat rekaman dari kuncinya dan pergi langsung ke posisi tersebut
    algoritma hashing sebuah perhitungan pada kunci rekaman yang memberikan alamat di mana rekaman disimpan dan ditemukan
    tabrakan dua kunci berbeda yang menghasilkan alamat yang sama
    mantisa bagian dari bilangan floating-point yang menyimpan bit signifikan-nya, sebagai pecahan dua komplemen
    eksponen bilangan bulat dua komplemen yang memberikan pangkat dua yang dikalikan dengan mantisa
    dinormalisasi bilangan floating-point yang mantisanya dimulai dengan 01 (positif) atau 10 (negatif), sehingga tidak ada bit yang terbuang pada nol atau satu di depan
    overflow hasil yang terlalu besar untuk direpresentasikan dalam jumlah bit yang tersedia
    underflow hasil non-nol yang terlalu kecil untuk direpresentasikan, sehingga disimpan sebagai nol
    kesalahan pembulatan perbedaan antara bilangan riil dan nilai terdekat yang dapat disimpan oleh representasi biner
    13.3

    Exam tips · ⁨Tips ujian⁩

    English
    • Pseudocode declarations are marked line by line: TYPE ... = (...) for enumerated, TYPE ... = ^... for pointer, TYPE ... = SET OF ... then DEFINE ... (...) : ... for a set, TYPE ... DECLARE ... ENDTYPE for a record, CLASS ... PRIVATE ... PUBLIC PROCEDURE NEW ... ENDCLASS for a class.
    • Match the type to the data: fixed named values, enumerated; a group of different fields, record; a collection of unique values, set; data plus behaviour, class; an address, pointer.
    • File organisation is how records are stored; file access is how they are found. Serial and sequential are read sequentially; random files use direct access via a hash of the key. Sequential search of a sequential file can stop early; of a serial file it cannot.
    • Random-file pseudocode: OPENFILE ... FOR RANDOM, SEEK before every GETRECORD or PUTRECORD, CLOSEFILE at the end. Say how a collision is resolved when you describe hashing.
    • Floating point: mantissa as a two's-complement fraction (point after the sign bit), exponent as an integer, multiply by $2^{\text{exponent}}$; shift left and subtract one from the exponent to normalise; the mantissa buys precision, the exponent buys range.
    • The three "explain" stock answers: why normalise (precision, unique form, range), the effect of re-allocating bits (precision against range), and why $0.1$ cannot be stored exactly (an infinite binary fraction in a finite mantissa).

    Common mistakes

    • Writing DECLARE instead of TYPE for a new type, or leaving out ENDTYPE; declaring a set without SET OF, or an enumerated type with quotation marks round its values.
    • Putting the sign of a floating-point number in the exponent; the sign is the first bit of the mantissa.
    • Reading a negative mantissa as if it were sign-and-magnitude; it is two's complement, so 1011000000 is $-0.625$, not $-0.375$.
    • Shifting the mantissa to normalise without changing the exponent, or changing it the wrong way (shift left, exponent down).
    • Describing a random file as "in random order"; the records are at addresses computed from their keys.
    • Saying sequential access reads "the whole file" for a sequential file; it stops when a larger key is met.
    • Explaining hashing without saying what the calculated value is used for (the address to store and retrieve the record), or without a way of handling collisions.
    • Defining overflow as "too many digits" instead of a result beyond the largest representable value, or blaming the mantissa for it.
    Bahasa Indonesia
    • Deklarasi pseudocode diberi nilai per baris: TYPE ... = (...) untuk enumerated, TYPE ... = ^... untuk pointer, TYPE ... = SET OF ... kemudian DEFINE ... (...) : ... untuk set, TYPE ... DECLARE ... ENDTYPE untuk record, CLASS ... PRIVATE ... PUBLIC PROCEDURE NEW ... ENDCLASS untuk class.
    • Cocokkan tipe dengan datanya: nilai bernama tetap, terenumerasi; kelompok bidang berbeda, rekaman; kumpulan nilai unik, set; data ditambah perilaku, kelas; sebuah alamat, pointer.
    • Organisasi file adalah bagaimana rekaman disimpan; akses file adalah bagaimana mereka ditemukan. Serial dan sekuensial dibaca secara sekuensial; file acak menggunakan akses langsung melalui hash dari kunci. Pencarian sekuensial pada file sekuensial dapat berhenti lebih awal; pada file serial hal itu tidak bisa.
    • Pseudokode file acak: OPENFILE ... FOR RANDOM, SEEK sebelum setiap GETRECORD atau PUTRECORD, CLOSEFILE di akhir. Jelaskan bagaimana tabrakan diselesaikan ketika Anda mendeskripsikan hashing.
    • Floating point: mantisa sebagai pecahan dua komplemen (titik setelah bit tanda), eksponen sebagai bilangan bulat, kalikan dengan $2^{\text{exponent}}$; geser ke kiri dan kurangi satu dari eksponen untuk menormalisasikan; mantisa membeli presisi, eksponen membeli jangkauan.
    • Tiga jawaban "jelaskan" standar: mengapa dinormalisasi (presisi, bentuk unik, jangkauan), efek mengalokasikan ulang bit (presisi melawan jangkauan), dan mengapa $0.1$ tidak dapat disimpan secara eksak (pecahan biner tak hingga dalam mantisa terbatas).

    Kesalahan umum

    • Menulis DECLARE alih-alih TYPE untuk tipe baru, atau melewatkan ENDTYPE; mendeklarasikan set tanpa SET OF, atau tipe terenumerasi dengan tanda kutip di sekitar nilainya.
    • Memasukkan tanda bilangan floating-point ke dalam eksponen; tanda adalah bit pertama dari mantisa.
    • Membaca mantisa negatif seolah-olah itu sign-and-magnitude; itu adalah dua komplemen, jadi 1011000000 adalah $-0.625$, bukan $-0.375$.
    • Menggeser mantisa untuk menormalisasi tanpa mengubah eksponen, atau mengubahnya dengan cara yang salah (geser ke kiri, eksponen turun).
    • Mendeskripsikan file acak sebagai "berurutan secara acak"; rekaman berada pada alamat yang dihitung dari kuncinya.
    • Mengatakan akses sekuensial membaca "seluruh file" untuk file sekuensial; ia berhenti ketika kunci yang lebih besar ditemui.
    • Menjelaskan hashing tanpa mengatakan apa nilai yang dihitung digunakan untuk (alamat untuk menyimpan dan mengambil rekaman), atau tanpa cara menangani tabrakan.
    • Mendefinisikan overflow sebagai "terlalu banyak digit" alih-alih hasil melebihi nilai terbesar yang dapat direpresentasikan, atau menyalahkan mantisa atasnya.
  • 14

    Communication and internet technologies · ⁨Teknologi komunikasi dan internet⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    14.1

    Why protocols are needed · ⁨Mengapa protokol diperlukan⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of why a protocol is essential for communication between computers
    Show understanding of how protocol implementation can be viewed as a stack, where each layer has its own functionality
    Show understanding of the TCP/IP protocol suite Four Layers (Application, Transport, Internet, Link) Purpose and function of each layer Application when a message is sent from one host to another on the internet
    Show understanding of protocols (HTTP, FTP, POP3, IMAP, SMTP, BitTorrent) and their purposes BitTorrent protocol provides peer-to-peer file sharing
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman mengapa protokol sangat penting untuk komunikasi antar komputer
    Tunjukkan pemahaman tentang bagaimana implementasi protokol dapat dipandang sebagai tumpukan (stack), di mana setiap lapisan memiliki fungsinya sendiri
    Tunjukkan pemahaman tentang paket protokol TCP/IP Empat Lapisan (Aplikasi, Transportasi, Internet, Tautan) Tujuan dan fungsi setiap lapisan Aplikasi ketika pesan dikirim dari satu host ke host lain di internet
    Tunjukkan pemahaman tentang protokol (HTTP, FTP, POP3, IMAP, SMTP, BitTorrent) dan tujuannya Protokol BitTorrent menyediakan berbagi file antartetangga (peer-to-peer)

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    A protocol 协议 is a set of rules for how devices communicate. Both ends must follow the same rules, or one side's signals are meaningless to the other. Protocols define the format of the data (where addresses and payload sit), the order of messages (who speaks first, when to acknowledge), the meaning of each message, the timing (timeouts, retransmits), and what to do on error. Without an agreed protocol, communication fails — like two people speaking different languages with no translator.

    "Explain why protocols are essential for communication between computers" (three marks). (1) A protocol is a set of rules agreed by both the sender and the receiver; (2) without it the two computers would interpret the data differently (format, order, meaning of each part), so the message could not be understood; (3) it allows computers of different types and manufacturers to communicate, because everyone implements the same standard. Mention what the rules cover: the format of the data, the order of messages, error detection and recovery, and speed or timing.

    Bahasa Indonesia

    Sebuah protokol adalah kumpulan aturan tentang bagaimana perangkat berkomunikasi. Kedua ujung harus mengikuti aturan yang sama, atau sinyal satu sisi tidak memiliki makna bagi sisi lain. Protokol mendefinisikan format data (di mana alamat dan payload berada), urutan pesan (siapa berbicara lebih dulu, kapan harus memberikan konfirmasi), makna setiap pesan, waktu (timeout, pengiriman ulang), dan apa yang harus dilakukan jika terjadi kesalahan. Tanpa protokol yang disepakati, komunikasi akan gagal — seperti dua orang yang berbicara bahasa berbeda tanpa penerjemah.

    "Jelaskan mengapa protokol penting untuk komunikasi antar komputer" (tiga nilai). (1) Protokol adalah kumpulan aturan yang disepakati oleh pengirim dan penerima; (2) tanpanya kedua komputer akan menafsirkan data secara berbeda (format, urutan, makna setiap bagian), sehingga pesan tidak dapat dipahami; (3) memungkinkan komputer dari jenis dan produsen yang berbeda untuk berkomunikasi, karena semua mengimplementasikan standar yang sama. Sebutkan apa yang dicakup oleh aturan tersebut: format data, urutan pesan, deteksi dan pemulihan kesalahan, serta kecepatan atau waktu.

    Dua perangkat mengikuti aturan yang sama: format, urutan, waktu dan apa yang harus dilakukan jika terjadi kesalahan
    Protokol adalah aturan bersama: format, urutan, waktu dan kesalahan
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    protocol/ˈprəʊtəkɒl/ protokol
    14.1

    Layered protocols · ⁨Protokol berlapis⁩

    English

    Networking is complex, so it is split into layers 层, each with one focused job, talking only to the layer above and below. Benefits: modularity 模块化 (replace one layer — say Ethernet with Wi-Fi — without touching the others), standardisation (vendors interoperate), and abstraction 抽象 (you ignore details handled elsewhere). The internet uses the TCP/IP protocol suite 协议栈 (4 layers).

    Bahasa Indonesia

    Jaringan sangat kompleks, sehingga dibagi menjadi lapisan, masing-masing dengan satu tugas terfokus, hanya berkomunikasi dengan lapisan di atas dan di bawahnya. Manfaat: modularitas (ganti satu lapisan — misalnya Ethernet dengan Wi-Fi — tanpa menyentuh yang lain), standarisasi (produsen saling berinteroperabilitas), dan abstraksi (anda mengabaikan detail yang ditangani di tempat lain). Internet menggunakan kumpulan protokol TCP/IP (4 lapisan).

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    TCP/ˌtiː siː ˈpiː/ TCP
    connection-oriented/kəˈnekʃn ˈɔːrɪəntɪd/ berorientasi koneksi
    packets/ˈpækɪts/ paket
    14.1

    TCP/IP protocol suite · ⁨Kumpulan protokol TCP/IP⁩

    English
    Layer Purpose Examples
    Application what the user program does HTTP, FTP, SMTP, IMAP
    Transport end-to-end delivery between processes TCP, UDP
    Internet routing packets between networks IP
    Link sending bits over the physical medium Ethernet, Wi-Fi

    The purpose of each layer, as the mark scheme words it. Application layer: provides the protocols that user applications use (HTTP for the web, SMTP for email) and the interface between the application and the network; it produces the data to be sent and passes it to the transport layer. Transport layer: establishes the end-to-end connection, splits the data into packets (segments) and adds port numbers and sequence numbers; on receipt it reassembles the packets in order and requests any that are missing (TCP), or sends without those guarantees (UDP). Internet layer: adds the source and destination IP addresses to form IP packets (datagrams) and routes them across networks via routers; it does not guarantee delivery. Link layer: adds the MAC addresses and error-check bits to form a frame and transmits the bits over the physical local network (Ethernet or Wi-Fi) through the network interface card. "Complete the stack" means these four, in this order, from the top: Application, Transport, Internet, Link.

    "Describe how the TCP/IP suite is applied when a message is sent from one host to another" (five marks). At the sender the message passes down the stack: (1) the application layer produces the data using a protocol such as HTTP or SMTP; (2) the transport layer splits it into packets and adds a header with the port numbers and a sequence number; (3) the internet layer adds a header with the source and destination IP addresses and chooses the route; (4) the link layer adds the MAC addresses of the next device and sends the frame over the physical link. Routers along the way read the internet-layer header and forward each packet. At the receiver the frame passes up the stack: each layer removes and acts on its own header, the transport layer reassembles the packets in sequence-number order and asks for any that are missing, and the application layer presents the message. The same protocol at each layer at both ends is what makes the exchange work.

    Application layer

    The application layer 应用层 gives services to user programs and defines the protocols they speak (HTTP for web, SMTP for email). This is where a programmer most often works.

    Transport layer

    The transport layer 传输层 delivers data end-to-end between processes, identified by port numbers 端口号. Two protocols:

    • TCP 传输控制协议 — connection-oriented 面向连接: sets up a connection, ensures all data arrives in order, retransmits lost packets 数据包, controls flow. Reliable but with overhead. Used by HTTP, HTTPS, SMTP, FTP.
    • UDP 用户数据报协议 — connectionless 无连接: sends and forgets, with no acknowledgements or ordering. Low overhead, no guarantees. Used for streaming, DNS and gaming, where speed beats reliability.

    Internet layer

    The internet layer 网络层 carries packets between hosts using IP. Each packet has a source and destination IP address IP地址, and routers 路由器 forward it onward. It does not guarantee delivery — that is TCP's job.

    A home router does this job for your house: it reads each packet's destination address and sends it on towards the internet, and back to the right device.

    Before the router reaches the wider internet, a modem 调制解调器 connects the home to the internet provider over the provider's cable or phone line. Its lights show the link is up and online.

    Link layer

    The link layer 链路层 sends bits over one physical link (Ethernet, Wi-Fi). It adds a frame header with MAC addresses MAC地址 and handles medium access (e.g. CSMA/CD 载波侦听多路访问/冲突检测 on Ethernet).

    On a wired local network, a switch 交换机 joins many devices together. Each device plugs into a port with an Ethernet cable (an RJ45 plug), and the switch uses the MAC addresses in each frame to send it only to the correct port.

    The physical link can be a copper wire, a radio signal (Wi-Fi), or a fibre-optic cable 光纤. In a fibre-optic cable, the bits travel as flashes of light through very thin strands of glass, which is fast and carries data a long way.

    A radio link can reach much further. A satellite dish 卫星天线 sends and receives radio signals to and from a satellite, carrying data to places that wired links cannot easily reach.

    Bahasa Indonesia
    Lapisan Tujuan Contoh
    Aplikasi apa yang dilakukan program pengguna HTTP, FTP, SMTP, IMAP
    Transportasi pengiriman akhir-ke-akhir antara proses TCP, UDP
    Internet routed paket antar jaringan IP
    Tautan mengirim bit melalui medium fisik Ethernet, Wi-Fi
    Tumpukan empat baris: Aplikasi, Transportasi, Internet, Tautan, dengan pengiriman ke bawah di sebelah kiri dan penerimaan ke atas di sebelah kanan, serta contoh protokol di setiap lapisan
    Empat lapisan kumpulan protokol TCP/IP

    Tujuan setiap lapisan, sesuai dengan kata-kata kunci skema penilaian. Lapisan aplikasi: menyediakan protokol yang digunakan aplikasi pengguna (HTTP untuk web, SMTP untuk email) dan antarmuka antara aplikasi dan jaringan; menghasilkan data yang akan dikirim dan meneruskannya ke lapisan transportasi. Lapisan transportasi: membangun koneksi akhir-ke-akhir, memecah data menjadi paket (segmen) dan menambahkan nomor port dan nomor urut; saat diterima, merakit kembali paket secara berurutan dan meminta paket yang hilang (TCP), atau mengirim tanpa jaminan tersebut (UDP). Lapisan internet: menambahkan alamat IP sumber dan tujuan untuk membentuk paket IP (datagram) dan mengarahkannya melintasi jaringan melalui router; tidak menjamin pengiriman. Lapisan tautan: menambahkan alamat MAC dan bit pemeriksaan kesalahan untuk membentuk bingkai dan mentransmisikan bit melalui jaringan lokal fisik (Ethernet atau Wi-Fi) melalui kartu antarmuka jaringan. "Melengkapi tumpukan" berarti keempat ini, dalam urutan ini, dari atas: Aplikasi, Transportasi, Internet, Tautan.

    Mengirim pesan turun melalui tumpukan TCP/IP: pesan aplikasi dibungkus oleh header TCP yang membawa port dan nomor urut, kemudian oleh header IP yang membawa alamat IP sumber dan tujuan, lalu oleh header bingkai yang membawa alamat MAC dan bidang pemeriksaan; penerima melepaskannya secara terbalik
    Enkapsulasi: setiap lapisan menambahkan header sendiri pada apa yang diterimanya dari lapisan di atasnya, sehingga bit di kabel membawa empat set informasi; penerima melepaskannya satu per satu lapisannya

    "Deskripsikan bagaimana kumpulan TCP/IP diterapkan ketika pesan dikirim dari satu host ke host lain" (lima nilai). Pada pengirim pesan melewati turun tumpukan: (1) lapisan aplikasi menghasilkan data menggunakan protokol seperti HTTP atau SMTP; (2) lapisan transportasi memecahnya menjadi paket dan menambahkan header dengan nomor port dan nomor urut; (3) lapisan internet menambahkan header dengan alamat IP sumber dan tujuan serta memilih rute; (4) lapisan tautan menambahkan alamat MAC perangkat berikutnya dan mengirim bingkai melalui tautan fisik. Router di sepanjang jalan membaca header lapisan internet dan meneruskan setiap paket. Pada penerima bingkai melewati naik tumpukan: setiap lapisan melepaskan dan bertindak terhadap header miliknya sendiri, lapisan transportasi merakit kembali paket berdasarkan nomor urut dan meminta yang hilang, dan lapisan aplikasi menyajikan pesannya. Protokol yang sama di setiap lapisan di kedua ujung inilah yang membuat pertukaran berfungsi.

    Lapisan aplikasi

    Lapisan aplikasi memberikan layanan kepada program pengguna dan mendefinisikan protokol yang mereka gunakan (HTTP untuk web, SMTP untuk email). Di sinilah seorang programmer paling sering bekerja.

    Lapisan transportasi

    Lapisan transportasi mengirimkan data akhir-ke-akhir antar proses, yang diidentifikasi oleh nomor port. Dua protokol:

    TCP menetapkan koneksi dan delivering semua data secara berurutan; UDP mengirim dan melupakannya
    TCP terhubung dan delivers secara berurutan; UDP mengirim dan melupakannya
    • TCP — terorientasi koneksi: menetapkan koneksi, memastikan semua data tiba secara berurutan, mengirim ulang paket yang hilang, mengatur aliran. Andal tetapi memiliki beban kerja tambahan. Digunakan oleh HTTP, HTTPS, SMTP, FTP.
    • UDP — tanpa koneksi: mengirim dan melupakannya, tanpa konfirmasi atau pengurutan. Beban kerja rendah, tanpa jaminan. Digunakan untuk streaming, DNS dan game, di mana kecepatan mengalahkan keandalan.

    Lapisan internet

    Lapisan internet mengirimkan paket antar host menggunakan IP. Setiap paket memiliki alamat sumber dan tujuan IP, dan router meneruskannya ke depan. Lapisan ini tidak menjamin pengiriman — itu adalah tugas TCP.

    Router rumah melakukan tugas ini untuk rumah Anda: ia membaca alamat tujuan setiap paket dan mengirimkannya menuju internet, serta kembali ke perangkat yang tepat.

    Router Wi-Fi rumah berwarna hitam dengan empat antena tegak dan deretan lampu status di bagian depan
    Router Wi-Fi rumah: meneruskan paket antara perangkat Anda dan internet

    Sebelum router mencapai internet yang lebih luas, sebuah modem menghubungkan rumah ke penyedia layanan internet melalui kabel atau saluran telepon penyedia tersebut. Lampu-lampunya menunjukkan bahwa koneksi aktif dan online.

    Modem kabel hitam tinggi berdiri tegak di latar belakang polos, dengan deretan lampu status di bagian depannya *Modem kabel menghubungkan jaringan rumah ke penyedia layanan internet

    Lapisan tautan

    Lapisan tautan mengirimkan bit melalui satu tautan fisik (Ethernet, Wi-Fi). Ia menambahkan header bingkai dengan alamat MAC dan menangani akses medium (misalnya CSMA/CD pada Ethernet).

    Frame Ethernet terbagi menjadi preamble, awal frame, data Ethernet, dan celah antar paket, dengan bagian data diperluas menjadi alamat MAC tujuan dan sumber, jenis/panjang, pesan payload, dan urutan cek frame, masing-masing dengan ukurannya dalam byte *Bagian-bagian dari bingkai Ethernet standar

    Pada jaringan lokal berkabel, sebuah switch menggabungkan banyak perangkat. Setiap perangkat dicolokkan ke port dengan kabel Ethernet (colokan RJ45), dan switch menggunakan alamat MAC dalam setiap bingkai untuk mengirimkannya hanya ke port yang benar.

    Switch Gigabit Ethernet kecil berwarna hitam dengan port 8 di latar belakang polos, port RJ45 bernomor tersusun berjajar di bagian depan, masing-masing dengan lampu status *Switch jaringan menghubungkan banyak perangkat berkabel pada jaringan lokal

    Tautan fisik bisa berupa kawat tembaga, sinyal radio (Wi-Fi), atau kabel serat optik. Dalam kabel serat optik, bit bergerak sebagai kilatan cahaya melalui serpihan kaca yang sangat tipis, yang cepat dan membawa data jarak jauh.

    Buntel serat optik yang melebar di latar belakang gelap, setiap serat kaca tipis menyala dengan titik cahaya biru-putih di ujungnya *Kabel serat optik: data bergerak sebagai cahaya melalui serpihan kaca tipis

    Tautan radio dapat menjangkau jauh lebih jauh. Piringan satelit mengirim dan menerima sinyal radio ke dan dari satelit, membawa data ke tempat-tempat yang sulit dicapai oleh tautan berkabel.

    Piringan satelit rumah bulat berwarna abu-abu dipasang di dinding rumah di sebelah jendela, dengan lengan umpan menjulur ke depan *Piringan satelit mengirim dan menerima data via radio dalam jarak jauh

    Explore · ⁨Jelajahi⁩

    Tap the four layers of the TCP/IP model · ⁨Ketuk empat lapisan model TCP/IP⁩

    Explore each layer. Data travels DOWN the stack as it's sent (each layer adds its header) and back UP as it's received — and any layer can be swapped without touching the others. · ⁨Jelajahi setiap lapisan. Data mengalir ke BAWAH tumpukan saat dikirim (setiap lapisan menambahkan kepalanya) dan kembali KE ATAS saat diterima — dan lapisan apa pun dapat diganti tanpa menyentuh lapisan lainnya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    layers/ˈleɪəz/ lapisan
    modularity/ˌmɒdjʊˈlærɪti/ modularitas
    abstraction/əbˈstrækʃn/ abstraksi
    protocol suite/ˈprəʊtəkɒl swiːt/ suite protokol
    application layer/ˌæplɪˈkeɪʃn ˈleɪə/ lapisan aplikasi
    transport layer/ˈtrænspɔːt ˈleɪə/ lapisan transport
    port numbers/pɔːt ˈnʌmbəz/ nomor port
    UDP/ˌjuː diː ˈpiː/ UDP
    connectionless/kəˈnekʃənləs/ tanpa koneksi
    internet layer/ˈɪntənet ˈleɪə/ lapisan internet
    routers/ˈruːtəz/ router
    modem/ˈməʊdem/ modem
    link layer/lɪŋk ˈleɪə/ lapisan tautan
    CSMA/CD/ˌsiː es em ˈeɪ ˌsiː ˈdiː/ CSMA/CD
    switch/swɪtʃ/ saklar
    fibre-optic cable/ˈfaɪbə ˈɒptɪk ˈkeɪbl/ kabel serat optik
    satellite dish/ˈsætəlaɪt dɪʃ/ piringan satelit
    HTTP/ˌeɪtʃ tiː tiː ˈpiː/ HTTP
    FTP/ˌef tiː ˈpiː/ FTP
    SMTP/ˌes em tiː ˈpiː/ SMTP
    header/ˈhedə/ header
    14.1

    Common application-layer protocols · ⁨Protokol lapisan aplikasi umum⁩

    English
    • HTTP 超文本传输协议 — browsers fetch web pages from servers (over TCP, port 80). HTTPS is HTTP over TLS — encrypted, port 443.
    • FTP 文件传输协议 — transfer files between client and server.
    • SMTP 简单邮件传输协议 — send email between client and server, and between servers. Receiving uses POP3 or IMAP.
    • POP3 — downloads email and usually deletes it from the server. IMAP — leaves email on the server and syncs across devices, so the same inbox appears everywhere.
    • BitTorrent — a peer-to-peer 对等网络 protocol; a file is split into pieces downloaded from many peers in parallel, so no single server carries all the load.

    The purpose of each protocol, in the words that score.

    Protocol Purpose (state this)
    HTTP transfers web pages (hypertext) between a web server and a browser; HTTPS is the encrypted version
    FTP transfers files between a client and a server (uploading to and downloading from a file server)
    SMTP sends email from a client to a mail server, and between mail servers (a "push" protocol)
    POP3 downloads email from the server to the client, usually deleting it from the server, so it is read on one device
    IMAP lets the client read and manage email that stays on the server, so the same mailbox is seen on every device
    BitTorrent shares files peer-to-peer: pieces of a file are downloaded from, and uploaded to, many other users at once

    Asked for the two email protocols, give SMTP for sending and POP3 or IMAP for receiving; asked to describe IMAP, say that the messages remain on the server and are synchronised across devices, which is the difference from POP3.

    "Describe how files are shared using the BitTorrent protocol" (four marks). (1) The file is split into pieces (typically 256 KB each), and a small torrent file describes them (their hashes) and names a tracker 追踪器. (2) A peer wanting the file contacts the tracker, which keeps a list of the peers in the swarm 群 currently sharing that file. (3) The peer downloads different pieces from many peers at the same time, and as soon as it holds a piece it uploads it to others; a peer with the whole file is a seed 种子, one still downloading a leech. (4) When all pieces are in, they are reassembled and checked against the hashes. "Explain what peer-to-peer file sharing means": there is no central server holding the file; every computer is both a client and a server, downloading from and uploading to the others, so the load and the bandwidth are spread across the swarm and the more peers there are, the faster it gets.

    Bahasa Indonesia
    • HTTP — browser mengambil halaman web dari server (melalui TCP, port 80). HTTPS adalah HTTP melalui TLS — terenkripsi, port 443.
    • FTP — mentransfer file antara klien dan server.
    • SMTP — mengirim email antara klien dan server, serta antar server. Penerimaan menggunakan POP3 atau IMAP.
    • POP3 — mengunduh email dan biasanya menghapusnya dari server. IMAP — meninggalkan email di server dan mensinkronkannya melintasi perangkat, sehingga kotak masuk yang sama muncul di mana pun.
    • BitTorrent — protokol peer-to-peer; file dibagi menjadi bagian yang diunduh dari banyak peer secara paralel, sehingga tidak ada satu server pun yang memikul seluruh beban.

    Tracker di tengah dengan peer di sekitarnya — seed, leech, dan peer baru — menukar potongan file, dengan kunci *BitTorrent: sebuah tracker membantu peer menemukan satu sama lain, lalu mereka berbagi bagian file secara langsung

    Tujuan dari setiap protokol, dengan kata-kata yang memberikan nilai.

    Protocol Tujuan (nyatakan ini)
    HTTP mentransfer halaman web (hiperteks) antara server web dan browser; HTTPS adalah versi terenkripsi
    FTP mentransfer file antara klien dan server (uploading ke dan downloading dari server file)
    SMTP mengirim email dari klien ke server surat, dan antar server surat (protokol "push")
    POP3 mengunduh email dari server ke klien, biasanya menghapusnya dari server, sehingga dibaca di satu perangkat
    IMAP memungkinkan klien membaca dan mengelola email yang tetap berada di server, sehingga kotak surat yang sama terlihat di setiap perangkat
    BitTorrent berbagi file peer-to-peer: bagian file diunduh dari, dan diunggah ke, banyak pengguna lain sekaligus

    Ditanya tentang dua protokol email, berikan SMTP untuk mengirim dan POP3 atau IMAP untuk menerima; ditanya untuk menjelaskan IMAP, katakan bahwa pesan tetap berada di server dan tersinkronisasi melintasi perangkat, yang merupakan perbedaan dari POP3.

    "Jelaskan bagaimana file dibagikan menggunakan protokol BitTorrent (empat nilai)." (1) File dibagi menjadi bagian (biasanya 256 KB masing-masing), dan file torrent kecil mendeskripsikannya (hash mereka) dan menyebutkan tracker. (2) Peer yang menginginkan file menghubungi tracker, yang menyimpan daftar peer dalam swarm yang saat itu sedang membagikan file tersebut. (3) Peer mengunduh bagian berbeda dari banyak peer pada saat yang sama, dan segera setelah memegang sebuah bagian, ia mengunggahnya ke orang lain; peer yang memiliki seluruh file adalah seed, yang masih mengunduh disebut leech. (4) Ketika semua bagian terkumpul, mereka dirakit kembali dan dicek melawan hash. "Jelaskan apa arti berbagi file peer-to-peer:" tidak ada server pusat yang menyimpan file; setiap komputer adalah baik klien maupun server, mengunduh dari dan mengunggah ke yang lain, sehingga beban dan bandwidth tersebar di seluruh swarm dan semakin banyak peer, semakin cepat prosesnya.

    Explore · ⁨Jelajahi⁩

    Network route lab · ⁨Lab rute jaringan⁩

    Follow data from a device through network hardware and protocols. · ⁨Ikuti data dari perangkat melalui perangkat keras dan protokol jaringan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    peer-to-peer/pɪə tə pɪə/ peer-to-peer
    tracker/ˈtrækə/ pelacak
    swarm/swɔːm/ koloni
    seed/siːd/ biji
    bandwidth/ˈbændwɪdθ/ lebar pita
    latency/ˈleɪtənsi/ latensi
    14.2

    Circuit switching vs packet switching · ⁨Pengalihan sirkuit vs pengalihan paket⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of circuit switching Benefits, drawbacks and where it is applicable
    Show understanding of packet switching Benefits, drawbacks and where it is applicable Show understanding of the function of a router in packet switching Explain how packet switching is used to pass messages across a network, including the internet
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang pengalihan sirkuit Manfaat, kekurangan, dan tempat penerapannya
    Tunjukkan pemahaman tentang pengalihan paket Manfaat, kekurangan, dan tempat penerapannya Tunjukkan pemahaman tentang fungsi router dalam pengalihan paket Jelaskan bagaimana pengalihan paket digunakan untuk mengirimkan pesan melintasi jaringan, termasuk internet

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    Circuit switching

    A dedicated path is set up between the two ends before any data is sent (circuit switching 电路交换), reserved for the whole conversation, then released. It gives reserved bandwidth 带宽 and in-order delivery, but is inefficient during silences and slow to set up. Classic example: the traditional telephone network.

    "Describe circuit switching as a method of data transmission" (three marks). (1) A dedicated path (circuit) is set up between the sender and the receiver before any data is sent; (2) the whole message is sent along that path, in order, as one continuous stream; (3) the circuit is reserved for the duration of the communication and released afterwards.

    Benefits and drawbacks. Benefits: the full bandwidth of the circuit is available and guaranteed; data arrives in order with no reassembly and no delay once the circuit is up; the route does not change, so timing is predictable (good for real-time voice and video). Drawbacks: time is spent setting up the circuit before anything is sent; the circuit is reserved even while no data is flowing, so bandwidth is wasted and other users cannot share it; both ends must be free at the same time; a failure anywhere on the path breaks the whole call, and there is no automatic alternative route. Where it is appropriate: a telephone call or a live video link, where a steady, uninterrupted stream matters more than efficiency.

    Packet switching

    The data is split into packets, each sent independently (packet switching 分组交换). Each packet carries the destination address; routers make per-packet decisions, so packets may take different routes and arrive out of order, and the destination reassembles them. It is efficient (one link is multiplexed 多路复用 across many conversations), robust (reroute around a failure), but has variable latency 延迟 and possible loss (TCP handles reliability). Used by the internet.

    "Describe how packet switching is used to pass messages across a network" (four marks). (1) The message is split into packets of a fixed maximum size; (2) each packet is given a header containing the source and destination addresses, a sequence number 序号 and an error check; (3) each packet is sent independently and may take a different route, chosen by the routers it meets; (4) at the destination the packets are reassembled in order using the sequence numbers, and any missing packet is requested again. If the question excludes checking and resending, leave out the last clause.

    "Describe the function of a router in packet switching" (three marks). A router receives a packet, reads the destination IP address in its header, and consults its routing table 路由表 to decide the best next hop towards that destination, taking account of the traffic (congestion) and failed links; it then forwards the packet onto that link. Packets of the same message may leave by different routes; the router holds packets in a queue when a link is busy.

    "Describe two ways packet switching ensures the complete message is received." (1) Each packet carries a sequence number, so the receiver can put the packets in order and can tell that one is missing, and (2) the receiver sends an acknowledgement 确认 for packets that arrive; a packet not acknowledged within a time limit is retransmitted by the sender. A checksum 校验和 in each packet lets the receiver detect a corrupted packet and discard it, which then triggers the resend.

    Benefits and drawbacks. Benefits: no circuit to set up; the network's links are shared by many messages, so bandwidth is used efficiently; packets can be rerouted around a failed or congested link, so transmission is robust; a lost or damaged packet means resending only that packet, not the whole message. Drawbacks: packets may arrive out of order and must be reassembled, and some may be lost or delayed; the headers add overhead; the variable delay makes it less suitable for real-time voice and video without extra measures; a heavily loaded network drops packets. Where it is appropriate: email, web pages, file downloads and any "bursty" traffic, and the internet in general.

    Aspect Circuit switching Packet switching
    Path dedicated, reserved shared, per-packet
    Setup time slow none
    Bandwidth use inefficient efficient
    Order in order may be out of order
    Robustness one failure cuts the circuit reroute around failures
    Suits constant-rate flows (voice) bursty flows (web, email)

    Modern networks use packet switching for its efficiency and resilience.

    Four differences, stated as pairs. (1) Circuit switching sets up a dedicated path before sending; packet switching sends without setting up a path. (2) In circuit switching the whole message follows one route; in packet switching the packets may take different routes. (3) Circuit switching delivers the data in order without reassembly; packet switching needs sequence numbers to reassemble it. (4) Circuit switching reserves bandwidth for one conversation even when idle; packet switching shares the links between many messages. (Also acceptable: a failed link breaks a circuit but packets are rerouted; circuit switching suits real-time streams, packet switching suits bursty data.) Write each difference as both halves; one side alone earns nothing.

    Describing packet switching in a few sentences

    A good exam answer: "The message is broken into small packets. Each packet carries the destination and source addresses and a sequence number. Each packet travels through the network independently, with routers choosing the next hop per packet. Packets may take different paths and arrive out of order. The destination uses the sequence numbers to reassemble the message, and missing packets can be requested again."

    Worked example. A phone call and a large file download share a network. Which switching method suits each, and why? A phone call needs a steady stream with low delay, and it would suffer badly if pieces arrived late or out of order - so circuit switching suits it: a dedicated path is set up for the whole call and its capacity is reserved for the duration. A file download does not care about timing or arrival order, because the receiver reassembles it, and it benefits from using whatever capacity happens to be spare - so packet switching suits it: the file is split into packets that travel independently, each carrying source and destination addresses and a sequence number, with routers choosing a next hop per packet. Name the property of the traffic that decides it: reserved capacity and low delay for the call, efficiency and resilience for the download.

    Bahasa Indonesia

    Pengalihan sirkuit

    Jalur dedikasi ditetapkan di antara kedua ujung sebelum data dikirim (saklar sirkuit), dialokasikan untuk seluruh percakapan, kemudian dilepas. Jalur ini memberikan bandwidth teralokasi dan pengiriman berurutan, namun tidak efisien selama masa hening dan lambat dalam pembuatannya. Contoh klasik: jaringan telepon tradisional.

    Jaringan mesh router antara perangkat A dan perangkat B, dengan satu jalur disorot dan dicadangkan secara end-to-end untuk seluruh panggilan
    Saklar sirkuit: satu jalur dedikasi dialokasikan end-to-end

    "Jelaskan saklar sirkuit sebagai metode transmisi data" (tiga nilai). (1) Jalur dedikasi (sirkuit) dibuat antara pengirim dan penerima sebelum data dikirim; (2) seluruh pesan dikirim melalui jalur tersebut secara berurutan sebagai satu aliran berkelanjutan; (3) sirkuit dialokasikan untuk durasi komunikasi dan dilepas setelahnya.

    Keuntungan dan kerugian. Keuntungan: bandwidth penuh dari sirkuit tersedia dan terjamin; data tiba berurutan tanpa perlu perakitan dan tanpa penundaan setelah sirkuit aktif; rute tidak berubah, sehingga waktu dapat diprediksi (baik untuk suara dan video real-time). Kerugian: waktu dihabiskan untuk membuat sirkuit sebelum apa pun dikirim; sirkuit tetap dialokasikan meskipun tidak ada data yang mengalir, sehingga bandwidth terbuang dan pengguna lain tidak dapat menggunakannya; kedua ujung harus bebas pada saat yang sama; kegagalan di mana pun pada jalur memutus seluruh panggilan, dan tidak ada rute alternatif otomatis. Di mana hal ini sesuai: panggilan telepon atau tautan video langsung, di mana aliran yang stabil dan tak terputus lebih penting daripada efisiensi.

    Saklar paket

    Data dibagi menjadi paket, masing-masing dikirim secara independen (saklar paket). Setiap paket membawa alamat tujuan; router membuat keputusan per-paket, sehingga paket dapat mengambil rute berbeda dan tiba tidak berurutan, dan tujuan akan merakitnya kembali. Ini efisien (satu tautan dimaliplexkan melintasi banyak percakapan), tangguh (mengalihkan ulang避开 kegagalan), tetapi memiliki latensi variabel dan kemungkinan kehilangan (TCP menangani keandalan). Digunakan oleh internet.

    Jaringan mesh router yang sama dengan paket ditampilkan sebagai kotak berwarna bernomor yang mengambil rute berbeda dari komputer A ke komputer B, lalu dirakit kembali secara berurutan di B
    Saklar paket: paket traveling secara independen dan dapat mengambil rute berbeda
    Bagian-bagian paket: header yang berisi alamat sumber dan tujuan, nomor urutan, jumlah paket, dan checksum, diikuti oleh payload yang membawa bagian data dari paket ini
    Apa yang memungkinkan paket berjalan sendiri: alamat menunjukkan ke mana, nomor urutan menunjukkan bagian mana dari pesan itu, dan checksum menunjukkan apakah paket tiba utuh.

    "Jelaskan bagaimana saklar paket digunakan untuk meneruskan pesan melintasi jaringan" (empat nilai). (1) Pesan dibagi menjadi paket dengan ukuran maksimum tetap; (2) setiap paket diberi header yang berisi alamat sumber dan tujuan, nomor urutan, dan pemeriksaan kesalahan; (3) setiap paket dikirim secara independen dan dapat mengambil rute berbeda, dipilih oleh router yang ditemui; (4) di tujuan, paket dirakit kembali berurutan menggunakan nomor urutan, dan paket yang hilang diminta lagi. Jika soal mengecualikan pemeriksaan dan pengiriman ulang, hapus klausa terakhir.

    "Jelaskan fungsi router dalam saklar paket" (tiga nilai). Router menerima paket, membaca alamat IP tujuan di header-nya, dan memeriksa tabel routing-nya untuk memutuskan lompatan berikutnya terbaik menuju tujuan tersebut, memperhitungkan lalu lintas (kemacetan) dan tautan yang gagal; kemudian ia meneruskan paket ke tautan tersebut. Paket dari pesan yang sama dapat keluar melalui rute berbeda; router menyimpan paket dalam antrian ketika tautan sibuk.

    "Jelaskan dua cara saklar paket memastikan pesan lengkap diterima." (1) Setiap paket membawa nomor urutan, sehingga penerima dapat menyusun paket secara berurutan dan mengetahui bahwa satu paket hilang, dan (2) penerima mengirimkan pengakuan untuk paket yang tiba; paket yang tidak diakui dalam batas waktu dikirim ulang oleh pengirim. Checksum dalam setiap paket memungkinkan penerima mendeteksi paket yang rusak dan membuangnya, yang kemudian memicu pengiriman ulang.

    Keuntungan dan kerugian. Keuntungan: tidak perlu membuat sirkuit; tautan jaringan dibagikan oleh banyak pesan, sehingga bandwidth digunakan secara efisien; paket dapat diarahkan ulang mengelilingi tautan yang gagal atau macet, sehingga transmisi tangguh; paket yang hilang atau rusak berarti hanya mengirim ulang paket tersebut, bukan seluruh pesan. Kerugian: paket mungkin tiba tidak berurutan dan harus dirakit kembali, dan beberapa mungkin hilang atau tertunda; header menambah overhead; penundaan variabel membuatnya kurang cocok untuk suara dan video real-time tanpa langkah tambahan; jaringan yang terlalu berat memuntahkan paket. Di mana hal ini sesuai: email, halaman web, unduhan file, dan lalu lintas "bursty" lainnya, serta internet pada umumnya.

    Aspek Sakelar sirkuit Sakelar paket
    Jalur dedikasi, dialokasikan berbagi, per-paket
    Waktu setup lambat tidak ada
    Penggunaan bandwidth tidak efisien efisien
    Urutan berurutan mungkin tidak berurutan
    Ketangguhan satu kegagalan memutus sirkuit alihkan ulang避开 kegagalan
    Cocok untuk aliran laju konstan (suara) aliran bursty (web, email)

    Jaringan modern menggunakan saklar paket karena efisiensinya dan ketahanannya.

    Empat perbedaan, dinyatakan sebagai pasangan. (1) Pengalihan sirkuit menetapkan jalur khusus sebelum mengirim; pengalihan paket mengirim tanpa menetapkan jalur. (2) Dalam pengalihan sirkuit seluruh pesan mengikuti satu rute; dalam pengalihan paket paket dapat mengambil rute yang berbeda. (3) Pengalihan sirkuit mengirimkan data berurutan tanpa perakitan kembali; pengalihan paket memerlukan nomor urutan untuk merakitnya. (4) Pengalihan sirkuit mempertahankan bandwidth untuk satu percakapan bahkan saat tidak aktif; pengalihan paket berbagi tautan di antara banyak pesan. (Juga dapat diterima: tautan yang gagal memutus sirkuit tetapi paket dialihkan; pengalihan sirkuit cocok untuk aliran waktu nyata, pengalihan paket cocok untuk data burst.) Tulis setiap perbedaan sebagai kedua bagian; hanya satu sisi tidak mendapat nilai.

    Menggambarkan pengalihan paket dalam beberapa kalimat

    Jawaban ujian yang baik: "Pesan dibagi menjadi paket-paket kecil. Setiap paket membawa alamat tujuan dan sumber serta nomor urutan. Setiap paket berjalan melalui jaringan secara independen, dengan router memilih langkah berikutnya per paket. Paket dapat mengambil jalur yang berbeda dan tiba tidak berurutan. Tujuan menggunakan nomor urutan untuk merakit kembali pesan, dan paket yang hilang dapat diminta lagi."

    Contoh terpecahkan. Panggilan telepon dan unduhan file besar berbagi sebuah jaringan. Metode pengalihan mana yang cocok untuk masing-masing, dan mengapa? Panggilan telepon membutuhkan aliran stabil dengan penundaan rendah, dan akan sangat menderita jika bagian-bagian tiba terlambat atau tidak berurutan - sehingga pengalihan sirkuit cocok untuknya: jalur khusus ditetapkan untuk seluruh panggilan dan kapasitasnya dipertahankan untuk durasinya. Unduhan file tidak peduli tentang waktu atau urutan kedatangan, karena penerima merakitnya, dan mendapatkan manfaat dari penggunaan kapasitas apa pun yang tersedia - sehingga pengalihan paket cocok untuknya: file dibagi menjadi paket yang berjalan secara independen, masing-masing membawa alamat sumber dan tujuan serta nomor urutan, dengan router memilih langkah berikutnya per paket. Sebutkan sifat lalu lintas yang menentukannya: kapasitas yang dipertahankan dan penundaan rendah untuk panggilan, efisiensi dan ketahanan untuk unduhan.

    Explore · ⁨Jelajahi⁩

    A packet's journey across the internet · ⁨Perjalanan paket melintasi internet⁩

    Step through packet switching. The message is split up, each packet finds its own way, and the destination puts them back together — which is why the internet is so efficient and hard to break. · ⁨Ikuti langkah-langkah sakelar paket. Pesan dipecah, setiap paket menemukan jalurnya sendiri, dan tujuan menyatukan kembali — inilah sebabnya internet sangat efisien dan sulit dihancurkan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    circuit switching/ˈsɜːkɪt ˈswɪtʃɪŋ/ sakelar sirkuit
    reserved bandwidth/rɪˈzɜːvd ˈbændwɪdθ/ pita lebar dialokasikan
    packet switching/ˈpækɪt ˈswɪtʃɪŋ/ sakelar paket
    multiplexed/ˌmʌltɪˈplekst/ multiplexed
    variable latency/ˈveərɪəbl ˈleɪtənsi/ latensi variabel
    sequence number/ˈsiːkwəns ˈnʌmbə/ nomor urutan
    routing table/ˈraʊtɪŋ ˈteɪbl/ tabel perutean
    acknowledgement/əkˈnɒlɪdʒmənt/ pengakuan
    checksum/ˈtʃeksəm/ checksum
    IP address/ˌaɪ ˈpiː əˈdres/ alamat IP
    MAC addresses/mæk əˈdresɪz/ alamat MAC
    14.2

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    protocol a set of rules governing how data is transmitted, agreed by sender and receiver so that both interpret it the same way
    protocol stack the layers of protocols, each with its own function, that together carry out communication; each layer communicates only with the layers above and below
    application layer provides the protocols used by applications to exchange data (HTTP, SMTP, FTP, IMAP, POP3)
    transport layer establishes end-to-end communication, splits data into packets with port and sequence numbers, reassembles them and requests missing ones (TCP), or sends without guarantees (UDP)
    internet layer adds IP addresses to form packets and routes them between networks via routers
    link layer adds MAC addresses to form frames and transmits the bits over the physical local network
    router a device that reads a packet's destination address and forwards it along the best available route towards that destination
    circuit switching a dedicated communication path is established between the two ends before data is sent and held for the whole transmission
    packet switching the message is split into packets, each with a header, sent independently over possibly different routes and reassembled at the destination
    packet a unit of data carrying a header (addresses, sequence number, error check) and a payload
    peer-to-peer file sharing without a central server, each computer acting as both client and server
    Bahasa Indonesia

    Soal definisi dinilai berdasarkan frasa tetap. Hafalkan ini persis, dan berikan hanya satu jawaban.

    Istilah Definisi
    protokol serangkaian aturan yang mengatur bagaimana data ditransmisikan, disepakati oleh pengirim dan penerima sehingga keduanya menafsirkannya dengan cara yang sama
    tumpukan protokol lapisan-lapisan protokol, masing-masing dengan fungsinya sendiri, yang bersama-sama melaksanakan komunikasi; setiap lapisan berkomunikasi hanya dengan lapisan di atas dan di bawahnya
    lapisan aplikasi menyediakan protokol yang digunakan oleh aplikasi untuk bertukar data (HTTP, SMTP, FTP, IMAP, POP3)
    lapisan transport menetapkan komunikasi ujung-ke-ujung, memecah data menjadi paket dengan port dan nomor urutan, merakitnya kembali dan meminta yang hilang (TCP), atau mengirim tanpa jaminan (UDP)
    lapisan internet menambahkan alamat IP untuk membentuk paket dan mengarahkannya antar jaringan melalui router
    lapisan tautan menambahkan alamat MAC untuk membentuk bingkai dan mentransmisikan bit melalui jaringan lokal fisik
    router perangkat yang membaca alamat tujuan paket dan meneruskannya sepanjang rute terbaik yang tersedia menuju tujuan tersebut
    pengalihan sirkuit jalur komunikasi khusus didirikan antara dua ujung sebelum data dikirim dan dipertahankan selama seluruh transmisi
    pengalihan paket pesan dibagi menjadi paket, masing-masing dengan header, dikirim secara independen melalui mungkin rute yang berbeda dan dirakit kembali di tujuan
    paket unit data yang membawa header (alamat, nomor urutan, pemeriksaan kesalahan) dan muatan
    peer-to-peer berbagi file tanpa server pusat, setiap komputer bertindak sebagai klien sekaligus server
    14.2

    Exam tips · ⁨Tips ujian⁩

    English
    • Why protocols: shared rules, same interpretation, any make of computer. Why layers: each layer has one job and can be changed independently.
    • The four layers in order, top to bottom: Application, Transport, Internet, Link. Give each layer's job in one sentence, and the "message from host to host" answer as a walk down the stack and back up.
    • Protocol purposes are one-liners: HTTP web pages, FTP files, SMTP sending mail, POP3 downloading mail, IMAP mail kept on the server, BitTorrent peer-to-peer pieces from a swarm.
    • Circuit switching: dedicated path first, whole message, held for the duration. Packet switching: split, header with addresses and sequence number, independent routes, reassemble. Benefits and drawbacks come in pairs of opposites.
    • A router reads the destination address, consults its routing table, forwards along the best route; it is the packet-switching question the exam asks most.
    • "Where appropriate": circuit switching for a phone or live video call; packet switching for email, the web and downloads.

    Common mistakes

    • Defining a protocol as "a language" or "software"; it is a set of rules.
    • Putting the layers in the wrong order, or giving the OSI seven layers instead of the four of TCP/IP.
    • Describing the transport layer as "routing" or the internet layer as "splitting into packets"; ports and splitting are transport, IP addresses and routing are internet.
    • Confusing POP3 with IMAP, or saying SMTP receives email.
    • Describing packet switching without the header (addresses and sequence number) or without reassembly.
    • Saying a router "sends the packet everywhere"; it chooses one next hop from its routing table.
    • Giving a benefit of packet switching as a drawback of circuit switching without stating the circuit-switching side; each difference needs both halves.
    • Claiming packet switching guarantees delivery by itself; the transport layer's sequence numbers and acknowledgements do that.
    Bahasa Indonesia
    • Mengapa protokol: aturan bersama, penafsiran yang sama, merek komputer apa pun. Mengapa lapisan: setiap lapisan memiliki satu tugas dan dapat diubah secara independen.
    • Empat lapisan secara berurutan, dari atas ke bawah: Aplikasi, Transport, Internet, Tautan. Berikan tugas setiap lapisan dalam satu kalimat, dan jawaban "pesan dari host ke host" sebagai jalan turun tumpukan dan naik kembali.
    • Tujuan protokol adalah ringkasan: HTTP halaman web, FTP file, SMTP mengirim surat, POP3 mengunduh surat, IMAP surat disimpan di server, BitTorrent peer-to-peer bagian dari kawanan.
    • Pengalihan sirkuit: jalur khusus terlebih dahulu, seluruh pesan, dipertahankan untuk durasinya. Pengalihan paket: dibagi, header dengan alamat dan nomor urutan, rute independen, rakit kembali. Manfaat dan kerugian muncul dalam pasangan lawan.
    • Router membaca alamat tujuan, memeriksa tabel rutenya, meneruskan sepanjang rute terbaik; ini adalah pertanyaan pengalihan paket yang paling sering ditanyakan dalam ujian.
    • "Di mana sesuai": sakuit switching untuk telepon atau panggilan video langsung; packet switching untuk email, web, dan unduhan.

    Kesalahan umum

    • Mendefinisikan protokol sebagai "bahasa" atau "perangkat lunak"; itu adalah serangkaian aturan.
    • Menempatkan lapisan dalam urutan yang salah, atau memberikan tujuh lapisan OSI alih-alih empat TCP/IP.
    • Mendeskripsikan lapisan transport sebagai "mengarahkan" atau lapisan internet sebagai "memecah menjadi paket"; port dan pemecahan adalah transport, alamat IP dan pengarahan adalah internet.
    • Membingungkan POP3 dengan IMAP, atau mengatakan SMTP menerima email.
    • Mendeskripsikan pengalihan paket tanpa header (alamat dan nomor urutan) atau tanpa perakitan kembali.
    • Mengatakan router "mengirim paket ke segala tempat"; ia memilih satu langkah berikutnya dari tabel rutenya.
    • Memberikan manfaat pengalihan paket sebagai kerugian pengalihan sirkuit tanpa menyatakan sisi pengalihan sirkuit; setiap perbedaan membutuhkan kedua bagian.
    • Mengklaim pengalihan paket menjamin pengiriman secara mandiri; nomor urutan dan konfirmasi dari lapisan transport yang melakukannya.
  • 15

    Hardware and Virtual Machines · ⁨Perangkat keras dan Mesin Virtual⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    15.1

    RISC vs CISC processors

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of Reduced Instruction Set Computers (RISC) and Complex Instruction Set Computers (CISC) processors Differences between RISC and CISC Understand interrupt handling on CISC and RISC processors
    Show understanding of the importance/use of pipelining and registers in RISC processors
    Show understanding of the four basic computer architectures SISD, SIMD, MISD, MIMD
    Show understanding of the characteristics of massively parallel computers
    Show understanding of the concept of a virtual machine Give examples of the role of virtual machines Understand the benefits and limitations of virtual machines
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang prosesor Reduced Instruction Set Computers (RISC) dan Complex Instruction Set Computers (CISC) Perbedaan antara RISC dan CISC Pahami penanganan interupsi pada prosesor CISC dan RISC
    Tunjukkan pemahaman tentang pentingnya/penggunaan pipelining dan register dalam prosesor RISC
    Tunjukkan pemahaman tentang empat arsitektur komputer dasar SISD, SIMD, MISD, MIMD
    Tunjukkan pemahaman tentang karakteristik komputer paralel masif
    Tunjukkan pemahaman tentang konsep mesin virtual Berikan contoh peran mesin virtual Pahami manfaat dan keterbatasan mesin virtual

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Two styles of CPU design. The CPU itself plugs into the motherboard 主板, the main board that links the processor, the memory and every other part of the computer together.

    CISC has many complex variable-length instructions; RISC has few simple fixed-length ones
    CISC has many complex instructions; RISC has few simple ones
    A computer motherboard on a white background, showing the square CPU socket in the middle, the long memory slots, several expansion slots and the rows of I/O ports along one edge
    A motherboard links the CPU, memory and other parts together

    CISC

    A CISC 复杂指令集 (Complex Instruction Set Computers) has many, often complex instructions (one may do several memory accesses and operations), of variable length, so decoding is intricate. It does more per instruction in hardware. Examples: Intel x86.

    RISC

    A RISC 精简指令集 (Reduced Instruction Set Computers) has a small set of simple instructions, each doing one basic operation, all of fixed length (fast to decode). Only load and store touch memory; everything else is register 寄存器 to register. Programs are longer but each instruction is quick and predictable, which suits pipelining. Examples: ARM, RISC-V.

    Feature CISC RISC
    Instruction set many few
    Instruction length variable fixed
    Memory access many instructions only load/store
    Pipeline-friendly harder naturally
    Per-instruction cycles varies usually 1

    The trade-off is doing more per instruction (CISC) vs doing each instruction faster and more predictably (RISC). Modern Intel chips translate CISC instructions into simpler RISC-like micro-ops internally.

    "Identify four features of a RISC processor." Any four of: a small set of simple instructions; instructions of fixed length (one word); most instructions complete in one clock cycle; many general-purpose registers; only load and store instructions access memory (all arithmetic is register to register); hard-wired control (no microcode); designed for pipelining; the compiler does more of the work, so programs contain more instructions and need more memory. "Identify four features of a CISC processor." Any four of: a large set of instructions, many of them complex (one instruction may do several operations); instructions of variable length; instructions that take several clock cycles; fewer registers; instructions that can access memory directly; microprogrammed control; less suited to pipelining; shorter programs, so a simpler compiler and less memory. "Describe what is meant by RISC and CISC" (two marks each): name the expansion and give the defining idea (few simple single-cycle instructions; many complex multi-cycle instructions).

    Interrupt handling on the two designs. On a CISC processor the current instruction, however complex, is completed before the interrupt is serviced; the processor then saves the contents of its registers (including the program counter) on the stack, jumps to the interrupt service routine, and restores the registers afterwards. On a RISC processor with a pipeline, several instructions are part-way through at the moment the interrupt 中断 arrives, so the processor must either let every instruction in the pipeline finish, or discard (flush) the partly executed instructions and restart them after the interrupt; either way the pipeline is emptied, the registers are saved, and the service routine runs. The exam phrasing: "pipelining makes interrupt handling more complex, because the contents of the pipeline must be dealt with before the interrupt can be serviced".

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    motherboard/ˈmʌðəbɔːd/ motherboard
    CISC/sɪsk/ CISC
    RISC/rɪsk/ RISC
    register/ˈredʒɪstə/ register
    interrupt/ˈɪntərʌpt/ interrupt
    15.1

    Pipelining

    A pipeline 流水线 processes instructions in overlapping stages, like an assembly line: Fetch → Decode → Execute (in the ALU 算术逻辑单元) → Memory access → Write back. Each stage works on a different instruction at once, so once the pipeline is full, one instruction completes per cycle. RISC's fixed-length, simple instructions make every stage take the same time. A pipeline can stall on a hazard 冒险 — a data hazard (an instruction needs a result not ready yet) or a control hazard (a branch makes the next address unknown).

    A Gantt chart of the five pipeline stages IF, ID, EX, MEM, WB across ten clock cycles, with six instructions A to F each shifted one cycle later so they overlap diagonally
    Pipelining overlaps the stages of six instructions, so one finishes each cycle

    RISC chips keep data in many registers because memory is slow and registers are fast; the compiler allocates values to registers wisely.

    "Describe the use of pipelining in RISC processors" (three marks). (1) The fetch–execute cycle is divided into stages (fetch, decode, execute, memory access, write back); (2) several instructions are in the pipeline at once, each at a different stage, so while one is being executed the next is being decoded and the one after fetched; (3) a new instruction is started, and one completed, in every clock cycle once the pipeline is full, which increases throughput 吞吐量 (the number of instructions completed per second), although each instruction still takes the same time on its own. Fixed-length single-cycle RISC instructions are what make the stages equal and the pipeline possible.

    Worked example. A processor uses five pipeline stages (IF, ID, OF, EX, WB). Four instructions enter the pipeline one after another. In which cycle does the last instruction complete, and how many cycles would the four take without pipelining?

    Instruction 1 occupies IF in cycle 1, ID in 2, OF in 3, EX in 4 and WB in 5; instruction 2 starts one cycle later and finishes in cycle 6; instruction 3 in cycle 7; instruction 4 in cycle 8. In general $n$ instructions through $k$ stages take $n + k - 1$ cycles, here $4 + 5 - 1 = 8$. Without pipelining each instruction takes all five cycles before the next starts: $4 \times 5 = 20$ cycles. The exam's table is filled by writing each instruction's stages diagonally, one column to the right of the previous instruction.

    A processor running this fast gives off a lot of heat, so a heat-sink 散热器 and fan sit on top of it. The metal fins spread the heat and the fan blows it away, keeping the CPU cool enough to work.

    A tower CPU cooler with a black fan in front, a tall stack of thin metal cooling fins, and copper heat-pipes running up from the flat base that touches the processor
    A CPU heat-sink and fan carry heat away from the processor
    Explore · ⁨Jelajahi⁩

    How pipelining fills up · ⁨Bagaimana pipelining terisi penuh⁩

    Step through the clock cycles. Once the pipeline is full, a new instruction finishes every cycle — even though each one still takes several stages — because the stages of different instructions overlap. · ⁨Ikuti siklus clock. Setelah pipeline penuh, instruksi baru selesai setiap siklus — meskipun masing-masing masih memerlukan beberapa tahap — karena tahap instruksi yang berbeda tumpang tindih.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    pipeline/ˈpaɪplaɪn/ pipeline
    ALU/ˌeɪ el ˈjuː/ ALU
    hazard/ˈhæzəd/ hazard
    throughput/ˈθruːpʊt/ throughput
    heat-sink/hiːt sɪŋk/ pendingin panas
    15.1

    Flynn's taxonomy

    Flynn's taxonomy 弗林分类 sorts computers by the number of instruction and data streams:

    • SISD — one instruction, one data stream (a traditional single core).
    • SIMD 单指令多数据 — one instruction works on many data items at once (GPUs, CPU vector extensions). Great for images, video, scientific arrays.
    • MISD — several operations on the same data; rare, mostly theoretical.
    • MIMD 多指令多数据 — many processors run different instructions on different data (multi-core CPUs, clusters). The most general.

    Describing the four architectures (two marks each). SISD: a single processor executes one instruction at a time on one item of data; no parallelism, the traditional von Neumann machine. SIMD: one instruction is applied simultaneously to many data items, by many processing elements acting in step; used for array and graphics processing. MISD: several processors apply different instructions to the same data; rarely used, for example a fault-tolerant system where several processors check one stream. MIMD: many processors, each executing its own instructions on its own data, independently; the multi-core computer and the cluster.

    A single control unit broadcasting one instruction stream to four processing units, each of which works on its own data item
    SIMD: many processors run the same instruction on different data

    A graphics card 显卡 (with its GPU) is a real example of SIMD hardware: it has thousands of small cores that run the same instruction on many pixels or numbers at once, which is why GPUs are so fast for images, video and machine learning.

    A graphics card on a white background, showing the large cooling fan over the GPU and the gold edge connector that plugs into the motherboard
    A graphics card: its GPU runs the same instruction on many data items at once (SIMD)
    Four independent processors, each fed by its own separate instruction stream from above and its own data item from below
    MIMD: each processor runs its own instructions on its own data
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    Flynn's taxonomy/flɪnz tækˈsɒnəmi/ Taksonomi Flynn
    SIMD/ˈsɪmdiː/ SIMD
    MIMD/ˈmɪmdiː/ MIMD
    graphics card/ˈɡræfɪks kɑːd/ kartu grafis
    15.1

    Massively parallel computers

    A massively parallel 大规模并行 system uses thousands of processors on a fast network, each with its own memory (distributed memory 分布式内存), exchanging data by messages. It is MIMD, needs specially-written software (MPI, CUDA), and suits climate simulation, large machine learning 机器学习 training, and astrophysics. The largest supercomputers 超级计算机 are massively parallel.

    "Outline the characteristics of massively parallel computers" (three marks). A very large number of processors (thousands), each with its own memory, connected by a network (a high-speed interconnect or bus) so that they can pass messages to one another; they work simultaneously on parts of the same problem, so the problem must be written as a program that can be split into parts that run in parallel and combine their results. It is an MIMD arrangement.

    The processors live in tall server 服务器 racks, often filling a whole room (a data centre 数据中心), wired together so they can work on one big problem at the same time.

    A long row of black server racks on a raised white floor in a data centre, packed with equipment and cables
    Rows of servers in a data centre, like those used for massively parallel computing
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    massively parallel/ˈmæsɪvli ˈpærəlel/ paralel masif
    distributed memory/ˈdɪstrɪbjuːtɪd ˈmeməri/ memori terdistribusi
    machine learning/məˈʃiːn ˈlɜːnɪŋ/ pembelajaran mesin
    supercomputers/ˌsuːpəkəmˈpjuːtəz/ superkomputer
    server/ˈsɜːvə/ server
    data centre/ˈdeɪtə ˈsentə/ pusat data
    15.1

    Virtual machines

    A virtual machine 虚拟机 (VM) is a software emulation of a whole computer — the software inside sees a CPU, memory and disks that look real but are managed by host software.

    • a system VM runs a complete OS. A hypervisor 虚拟机监控器 creates and manages VMs, each booting its own guest OS. Uses: run different OSes on one machine; server consolidation; sandboxing 沙箱 (risky software runs isolated); snapshots.
    • a process (language) VM runs one program in portable bytecode 字节码 — the JVM (Java), the CLR (.NET), CPython. Benefits: portability ("write once, run anywhere"), runtime safety checks, and just-in-time compilation 即时编译 for near-native speed. The cost is an extra layer and needing the VM installed.
    A virtual machine stack: the physical hardware at the bottom, the host operating system above it, then the hypervisor, and above that three virtual machines, each holding a guest operating system with its own applications
    One real computer, several apparent ones: the host operating system and hypervisor share the hardware, and each guest operating system runs as if it had a machine of its own

    "Describe what is meant by a virtual machine" (two marks). A software emulation (implementation) of a computer system that runs on a host computer and behaves, to the programs running inside it, like a separate physical computer with its own processor, memory and storage. The host operating system 宿主操作系统 runs on the actual hardware, manages the real resources and (through the hypervisor) creates and controls the virtual machines; each guest operating system 客户操作系统 runs inside a virtual machine, manages the applications in it, and is unaware that its hardware is virtual.

    Benefits (give two). Several different operating systems can run on one machine at the same time; software can be tested on many systems without buying the hardware; a new computer system can be emulated and tried before it is built; each VM is isolated, so a crash or malware in one does not affect the host or the others; VMs can be copied, moved and backed up as files, and a server can be shared between many users, reducing hardware cost. Limitations (give two). A VM runs more slowly than the real hardware because every instruction passes through the emulation layer; it consumes the host's memory and processing power, so the host must be powerful; some hardware features or devices are not emulated exactly, so the tested software may behave differently on the real machine; licences are needed for each guest OS, and setting the system up needs expertise.

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    Computing concept lab · ⁨Laboratorium konsep komputasi⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨Klasifikasikan contoh konkret berdasarkan ide komputasi yang ditunjukkannya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    virtual machine/ˈvɜːtʃuːəl məˈʃiːn/ mesin virtual
    hypervisor/ˌhaɪpəˈvaɪzə/ hypervisor
    sandboxing/ˈsændbɒksɪŋ/ sandboxing
    bytecode/ˈbaɪtkəʊd/ bytecode
    just-in-time compilation/dʒʌst ɪn taɪm ˌkɒmpɪˈleɪʃn/ kompilasi just-in-time
    host operating system/həʊst ˈɒpəreɪtɪŋ ˈsɪstəm/ sistem operasi host
    guest operating system/ɡest ˈɒpəreɪtɪŋ ˈsɪstəm/ sistem operasi tamu
    15.2

    Boolean algebra

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Produce truth tables for logic circuits including half adders and full adders May include logic gates with more than two inputs
    Show understanding of a flip-flop (SR, JK) Draw a logic circuit and derive a truth table for a flip-flop Understand of the role of flip-flops as data storage elements
    Show understanding of Boolean algebra Understand De Morgan’s laws Perform Boolean algebra using De Morgan’s laws Simplify a logic circuit/expression using Boolean algebra
    Show understanding of Karnaugh maps (K-map) Understand of the benefits of using Karnaugh maps Solve logic problems using Karnaugh maps
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Buang tabel kebenaran untuk sirkuit logika termasuk half adders dan full adders Dapat mencakup gerbang logika dengan lebih dari dua input
    Tunjukkan pemahaman tentang flip-flop (SR, JK) Gambar sirkuit logika dan turunkan tabel kebenaran untuk flip-flop Pahami peran flip-flop sebagai elemen penyimpanan data
    Tunjukkan pemahaman tentang aljabar Boolean Pahami hukum De Morgan Lakukan aljabar Boolean menggunakan hukum De Morgan Sederhanakan sirkuit/logika menggunakan aljabar Boolean
    Tunjukkan pemahaman tentang peta Karnaugh (K-map) Pahami manfaat penggunaan peta Karnaugh Selesaikan masalah logika menggunakan peta Karnaugh

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    The half adder: XOR + AND add two bits

    Boolean algebra 布尔代数 simplifies Boolean 布尔 expressions, which can equally be described by truth tables 真值表. Symbols: + for OR, · for AND (often omitted), an overbar for NOT.

    Key laws include commutative, associative and distributive (as in ordinary algebra), plus:

    • identity $A + 0 = A$, $A \cdot 1 = A$; null $A + 1 = 1$, $A \cdot 0 = 0$.
    • idempotent $A + A = A$; inverse $A + \overline{A} = 1$, $A \cdot \overline{A} = 0$.
    • De Morgan's laws 德摩根定律: $(A + B)' = A' \cdot B'$; $(A \cdot B)' = A' + B'$ — negate the whole, swap AND/OR, negate each operand.
    • absorption 吸收律: $A + AB = A$.

    Simplifying reduces the number of terms, so the resulting logic circuit has fewer gates. Example: $Z = AB + A\overline{B} = A(B + \overline{B}) = A$.

    The laws with their names (quote the name at each step when "show all working" is asked).

    Law OR form AND form
    identity $A + 0 = A$ $A \cdot 1 = A$
    null (annulment) $A + 1 = 1$ $A \cdot 0 = 0$
    idempotent $A + A = A$ $A \cdot A = A$
    complement (inverse) $A + \overline{A} = 1$ $A \cdot \overline{A} = 0$
    commutative $A + B = B + A$ $A \cdot B = B \cdot A$
    associative $A + (B + C) = (A + B) + C$ $A(BC) = (AB)C$
    distributive $A + BC = (A + B)(A + C)$ $A(B + C) = AB + AC$
    absorption $A + AB = A$ $A(A + B) = A$
    De Morgan $\overline{A + B} = \overline{A} \cdot \overline{B}$ $\overline{A \cdot B} = \overline{A} + \overline{B}$
    double negation $\overline{\overline{A}} = A$

    Worked example. Simplify $X = \overline{\overline{(A \cdot B)} \cdot \overline{(A + B)}}$, showing all working.

    $X = \overline{\overline{(A \cdot B)}} + \overline{\overline{(A + B)}}$ (De Morgan on the outer bar) $= A \cdot B + A + B$ (double negation) $= A + B$ (absorption, $A + AB = A$, applied with $A + B$ absorbing $AB$).

    Worked example. Simplify $(\overline{A + B}) \cdot (\overline{A} + B)$.

    $= \overline{A} \cdot \overline{B} \cdot (\overline{A} + B)$ (De Morgan) $= \overline{A}\,\overline{B}\,\overline{A} + \overline{A}\,\overline{B}\,B$ (distributive) $= \overline{A}\,\overline{B} + 0$ (idempotent, complement) $= \overline{A}\,\overline{B}$.

    Worked example. Simplify $Y = \overline{A}\,\overline{B}\,\overline{C} + \overline{A}\,\overline{B}\,C + A\,\overline{B}\,C$.

    $= \overline{A}\,\overline{B}(\overline{C} + C) + A\,\overline{B}\,C$ (distributive) $= \overline{A}\,\overline{B} + A\,\overline{B}\,C$ (complement, identity) $= \overline{B}(\overline{A} + AC)$ (distributive) $= \overline{B}(\overline{A} + C)$, using $\overline{A} + AC = (\overline{A} + A)(\overline{A} + C) = \overline{A} + C$. Applying De Morgan to a three-input term works the same way: $\overline{A + B + C} = \overline{A} \cdot \overline{B} \cdot \overline{C}$.

    Sum-of-products from a truth table. Take every row whose output is 1, write the AND of its inputs (a variable barred where it is 0), and OR the terms: a row with $A = 1, B = 0, C = 1$ gives $A\,\overline{B}\,C$. This is the sum-of-products 积之和 form the exam asks for, and it is the starting point for both algebraic simplification and the Karnaugh map.

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    Boolean algebra · ⁨Aljabar Boolean⁩

    A·B, A+B, Ā …

    Boolean algebra is just these gates written as expressions — compare the truth tables. · ⁨Aljabar Boolean hanyalah gerbang-gerbang ini yang ditulis sebagai ekspresi — bandingkan tabel kebenarannya.⁩

    Explore · ⁨Jelajahi⁩

    Boolean truth tables · ⁨Tabel kebenaran Boolean⁩

    Pick an operator and the inputs to build its truth table — the algebra behind logic circuits. · ⁨Pilih operator dan input untuk membangun tabel kebenarannya — aljabar di balik sirkuit logika.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    Boolean algebra/ˈbuːlɪən ˈældʒɪbrə/ Aljabar Boolean
    Boolean/ˈbuːlɪən/ Boolean
    truth tables/truːθ ˈteɪblz/ tabel kebenaran
    De Morgan's laws/də ˈmɔːɡənz lɔːz/ hukum De Morgan
    absorption/əbˈsɔːpʃn/ penyerapan
    sum-of-products/sʌm ɒv ˈprɒdʌkts/ jumlah dari produk
    Watch lesson · ⁨Tonton pelajaran⁩
    15.2

    Karnaugh maps

    A Karnaugh map 卡诺图 (K-map) simplifies a Boolean expression by grouping adjacent 1s from a truth table. Columns and rows use Gray code 格雷码 order (00, 01, 11, 10) so adjacent cells differ in one variable.

    Place a 1 in each cell where the output is 1. Find rectangular groups of 1s whose sides are powers of 2 (1, 2, 4, 8), wrapping around edges if it makes a bigger group. The larger the group, the simpler the term: a group of 2 drops one variable, a group of 4 drops two, and so on — variables that change within the group disappear. OR the group terms together for the simplified expression. Cover every 1 using as few, as large, groups as possible.

    Worked example. A Karnaugh map for $A$ and $B$ has 1s in the cells $\overline{A}B$ and $AB$. Simplify. The two 1s are adjacent - they share the $B=1$ column - so group them as a rectangle of 2. Inside that group $B$ stays 1 throughout while $A$ changes from 0 to 1, and any variable that changes within a group disappears. So the group leaves simply $X = B$. Compare that with the sum of products read straight off the table, $\overline{A}B + AB$: the same circuit, two gates fewer. Two rules do most of the work - make each group as large as possible (a group of 2 drops one variable, 4 drops two, 8 drops three), and remember the map wraps around its edges, so the leftmost and rightmost columns are adjacent. That wrap is the grouping most candidates miss.

    Two Karnaugh maps: a three-variable map for a six-term expression with a red loop of four down the first two columns giving not A and a blue loop of four wrapping round the outer columns giving not B; and a four-variable map whose four corner ones form one wrap-around loop giving not B and not D
    Loops of 1, 2, 4 or 8 ones; the term for a loop keeps only the variables that do not change inside it. Edges join, so a loop may wrap round, and the four corners count as adjacent

    Building and reading a K-map. Label the columns $AB$ and the rows $C$ (or $CD$) in Gray-code order 00 01 11 10, so that neighbouring cells differ in one variable only. Put a 1 in every cell whose minterm appears in the expression (or whose truth-table row outputs 1). Then draw the fewest, largest loops that cover every 1: each loop must be a rectangle of $1, 2, 4$ or $8$ cells, loops may overlap, may wrap across the left–right and top–bottom edges, and the four corners together make a loop. For each loop write the variables that are constant inside it (barred if 0), and OR the loop terms: that is the optimal sum-of-products. Why use one? It gives the simplest expression without algebra, in a few steps, with less chance of error, and the same map suits three or four variables.

    Worked example. $Z = \overline{A}\,\overline{B}\,\overline{C} + \overline{A}\,\overline{B}\,C + \overline{A}\,B\,\overline{C} + \overline{A}\,B\,C + A\,\overline{B}\,\overline{C} + A\,\overline{B}\,C$.

    On the three-variable map the 1s fill columns 00, 01 and 10 in both rows. The loop of four over columns 00 and 01 has $A = 0$ throughout and $B$, $C$ both varying: term $\overline{A}$. The loop of four over columns 00 and 10 (wrapping round) has $B = 0$ throughout: term $\overline{B}$. So $Z = \overline{A} + \overline{B}$, which Boolean algebra confirms: $\overline{A}(\overline{B} + B) + \ldots = \overline{A} + \overline{B}$. Two loops of two would also be correct but not optimal; a loop is as large as the 1s allow.

    Worked example (four variables). A map has 1s only in its four corners: $\overline{A}\,\overline{B}\,\overline{C}\,\overline{D}$, $A\,\overline{B}\,\overline{C}\,\overline{D}$, $\overline{A}\,\overline{B}\,C\,\overline{D}$ and $A\,\overline{B}\,C\,\overline{D}$. Because the top and bottom rows are adjacent and so are the outer columns, the corners are one loop of four; $B = 0$ and $D = 0$ in all of them while $A$ and $C$ vary, so $Z = \overline{B}\,\overline{D}$.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    Karnaugh map/ˈkɑːnɔː mæp/ peta Karnaugh
    Gray code/ɡreɪ kəʊd/ kode Gray
    15.2

    Half adder and full adder

    A half adder 半加器 adds two single bits $A$ and $B$, giving a sum $S$ and a carry 进位 $C$:

    A B S C
    0 0 0 0
    0 1 1 0
    1 0 1 0
    1 1 0 1

    So $S = A \text{ XOR } B$ and $C = A \text{ AND } B$. It ignores any carry-in — hence "half".

    A half adder block with inputs A and B and outputs sum and carry, beside its circuit where A and B feed an XOR gate giving the sum and an AND gate giving the carry
    A half adder, as a block and as a circuit of an XOR and an AND gate

    A full adder 全加器 adds three bits ($A$, $B$, carry-in), giving a sum and a carry-out: $S = A \text{ XOR } B \text{ XOR } C_{\text{in}}$. It can be built from two half adders plus an OR gate. Chaining full adders (each carry-out feeding the next carry-in) makes a multi-bit "ripple-carry" adder.

    Two half adders chained with an OR gate to add A, B and a carry-in: the first half adder takes A and B, the second adds the carry-in, and the OR gate combines the two carries into the carry-out
    A full adder is built from two half adders and an OR gate

    The full-adder truth table. With inputs $A$, $B$ and the carry-in $C_{\text{in}}$: the sum $S$ is 1 when an odd number of inputs is 1, and the carry-out is 1 when two or more inputs are 1.

    $A$ $B$ $C_{\text{in}}$ $S$ $C_{\text{out}}$
    0 0 0 0 0
    0 0 1 1 0
    0 1 0 1 0
    0 1 1 0 1
    1 0 0 1 0
    1 0 1 0 1
    1 1 0 0 1
    1 1 1 1 1

    The circuit questions the exam sets. Given a circuit of an XOR and an AND gate sharing two inputs, or two half adders and an OR gate, "complete the truth table (show your working)" means adding a column for every intermediate gate output and filling the rows in order; "state the name of the circuit" is half adder or full adder; "state the purpose of each output" is the sum of the bits and the carry to the next column. Sum-of-products for the half adder: $S = \overline{A}B + A\overline{B}$, $C = AB$. A chain of full adders, each passing its carry-out to the next carry-in, adds two multi-bit numbers.

    Explore · ⁨Jelajahi⁩

    The gates inside an adder · ⁨Gerbang di dalam penjumlah⁩

    A half-adder's sum bit is an XOR gate and its carry is an AND gate — toggle A and B and watch the truth-table row light up. · ⁨Bit jumlah half-adder adalah gerbang XOR dan carry-nya adalah gerbang AND — ubah A dan B dan lihat baris tabel kebenaran menyala.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    half adder/hɑːf ˈædə/ half adder
    carry/ˈkæri/ carry
    full adder/fʊl ˈædə/ full adder
    15.2

    Flip-flops

    A flip-flop 触发器 is a bistable 双稳态 circuit — two stable states (0 and 1) — that remembers its state. It stores one bit and is the basic element of registers and SRAM.

    SR flip-flop

    An SR flip-flop SR触发器 has inputs S (set) and R (reset) and outputs Q and $\overline{Q}$. S=1,R=0 sets Q to 1; S=0,R=1 resets it to 0; S=0,R=0 holds; S=1,R=1 is invalid. Built from two cross-coupled NOR gates.

    An SR flip-flop built from two cross-coupled NOR gates, with S feeding one gate and R the other, each gate's output fed back to the other's input, and its truth table: hold, set, reset and the invalid state
    The SR flip-flop: two NOR gates feeding each other. With both inputs 0 the outputs hold whatever they were, which is the memory; S sets Q to 1, R resets it, and S = R = 1 is not allowed

    "Draw a logic circuit for an SR flip-flop and label the inputs." Two NOR gates (or two NAND gates), the output of each connected back to one input of the other; the free input of one gate is S, of the other R; the outputs are $Q$ and $\overline{Q}$. The feedback is what the marks are for: without it there is no memory. "State the purpose of a flip-flop." To store one bit of data; it is the basic memory element from which registers and static RAM are built, and it holds its value until it is deliberately changed. The invalid input $S = R = 1$ makes both outputs 0, so that $\overline{Q}$ is no longer the complement of $Q$, and the state after both inputs return to 0 is unpredictable, which is the SR flip-flop's weakness.

    JK flip-flop

    A JK flip-flop JK触发器 improves on it by using the previously-invalid 1,1 input as a toggle 翻转 (the output flips). This makes it ideal for building counters 计数器 (a chain of toggling flip-flops). It is usually clocked — inputs act only on a clock edge, keeping flip-flops synchronised.

    A JK flip-flop block symbol with J, K and clock inputs and outputs Q and Q-bar, beside its build from four cross-coupled NAND gates with the Q and Q-bar outputs fed back to the input gates
    A JK flip-flop: its symbol and a build from NAND gates

    Flip-flops are the building blocks of registers (n bits = n flip-flops), counters, and SRAM 静态RAM cells.

    JK flip-flop truth table. The clock 时钟 input decides when the J and K inputs are read, so the output changes only on a clock pulse: with $J = K = 0$ the output is held; $J = 1, K = 0$ sets $Q$ to 1; $J = 0, K = 1$ resets it to 0; $J = K = 1$ toggles it (Q becomes $\overline{Q}$). The last row is exactly the SR flip-flop's forbidden input turned into a useful one, which is why the JK is preferred: every input combination is valid, and the clocked operation makes it the building block of counters and shift registers.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    flip-flop/flɪp flɒp/ flip-flop
    bistable/baɪˈsteɪbl/ bistabil
    toggle/ˈtɒɡl/ toggle
    counters/ˈkaʊntəz/ counter
    SRAM/ˈesræm/ SRAM
    clock/klɒk/ clock
    SR flip-flop/ˌes ˈɑː flɪp flɒp/ SR flip-flop
    JK flip-flop/ˌdʒeɪ ˈkeɪ flɪp flɒp/ JK flip-flop
    15.2

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    RISC a processor with a small set of simple, fixed-length instructions, most executed in one clock cycle, using many registers and pipelining
    CISC a processor with a large set of complex, variable-length instructions, many taking several clock cycles and accessing memory directly
    pipelining dividing the fetch–execute cycle into stages so that several instructions are processed at once, each at a different stage
    SISD / SIMD / MISD / MIMD one instruction on one data item; one instruction on many data items; many instructions on one data item; many instructions on many data items
    massively parallel computer thousands of processors, each with its own memory, connected by a network and working simultaneously on one problem
    virtual machine a software emulation of a computer system running on a host computer and behaving like a separate physical computer
    hypervisor the software that creates virtual machines and shares the host's hardware between them
    truth table a table listing every combination of inputs to a logic circuit with the resulting output(s)
    sum-of-products a Boolean expression written as the OR of AND terms, one term for each input combination giving 1
    Karnaugh map a grid of the truth-table outputs, arranged in Gray-code order, in which loops of adjacent 1s give the simplified expression
    half adder a circuit that adds two bits, producing a sum and a carry
    full adder a circuit that adds two bits and a carry-in, producing a sum and a carry-out
    flip-flop a bistable circuit that stores one bit, holding its output until its inputs change it
    15.2

    Exam tips

    • RISC and CISC are answered as lists of features: simple, fixed, one cycle, many registers, load/store, pipelined against complex, variable, multi-cycle, fewer registers, direct memory access, microcode. Four of each.
    • Pipelining: stages, several instructions at once, one completed per cycle, higher throughput; $n + k - 1$ cycles for $n$ instructions through $k$ stages; interrupts must empty the pipeline.
    • Flynn's four categories are "how many instruction streams" by "how many data streams"; say what runs on what. Massively parallel: many processors, own memory, network, same problem.
    • Virtual machine: emulation of a computer on a host; host OS on the hardware, hypervisor sharing it, guest OS inside. Two benefits and two limitations, each a full sentence.
    • Boolean algebra: name each law as you use it; De Morgan swaps the operator and negates each term; check with a truth table if in doubt.
    • K-map: Gray-code order, largest loops of 1/2/4/8, wrapping allowed, one term per loop with the unchanging variables. State why: simplest expression with no algebra.
    • Half adder gives sum and carry; full adder also takes a carry-in; SR flip-flop is two cross-coupled NOR/NAND gates and stores one bit; JK's 1,1 input toggles.

    Common mistakes

    • Swapping the RISC and CISC feature lists, or offering "faster" as a feature; give the design features, not a verdict.
    • Describing pipelining as "running instructions in parallel on several cores"; it is stages of one processor overlapping.
    • Confusing SIMD (one instruction, many data) with MIMD (many of both), or describing MISD as the common case.
    • Defining a virtual machine as "a copy of a computer" without the word emulation or the host and guest.
    • Applying De Morgan to only part of an expression under a long bar, or dropping the bar without swapping AND for OR.
    • Looping a group of three, or a non-rectangular group, in a K-map; ordering the columns 00, 01, 10, 11 instead of Gray code.
    • Writing the carry of a half adder as XOR and the sum as AND.
    • Drawing an SR flip-flop as two gates with no feedback, or leaving out the invalid state from its truth table.
  • 16

    System Software · ⁨Perangkat lunak sistem⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    16.1

    How an OS maximises use of resources

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of how an OS can maximise the use of resources
    Describe the ways in which the user interface hides the complexities of the hardware from the user
    Show understanding of process management The concept of multi-tasking and a process The process states: running, ready and blocked The need for scheduling and the function and benefits of different scheduling routines (including round robin, shortest job first, first come first served, shortest remaining time) How the kernel of the OS acts as an interrupt handler and how interrupt handling is used to manage low-level scheduling
    Show understanding of virtual memory, paging and segmentation for memory management The concepts of paging, virtual memory and segmentation The difference between paging and segmentation How pages can be replaced How disk thrashing can occur
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang bagaimana OS dapat memaksimalkan penggunaan sumber daya
    Jelaskan cara antarmuka pengguna menyembunyikan kompleksitas perangkat keras dari pengguna
    Tunjukkan pemahaman tentang manajemen proses Konsep multitasking dan proses Status proses: berjalan, siap dan terblokir Kebutuhan akan penjadwalan dan fungsi serta manfaat berbagai rutinitas penjadwalan (termasuk round robin, shortest job first, first come first served, shortest remaining time) Bagaimana kernel OS bertindak sebagai handler interupsi dan bagaimana penanganan interupsi digunakan untuk mengelola penjadwalan tingkat rendah
    Tunjukkan pemahaman tentang memori virtual, paging dan segmentasi untuk manajemen memori Konsep paging, memori virtual dan segmentasi Perbedaan antara paging dan segmentasi Bagaimana halaman dapat diganti Bagaimana disk thrashing dapat terjadi

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    A computer has many resources (CPU time, memory, disk, I/O) and many programs competing for them. The OS shares them fairly and efficiently so each is well used and the system stays responsive:

    The OS shares CPU time, memory, disk and input/output between programs
    The OS shares the CPU, memory, disk and I/O between programs
    • multi-tasking 多任务 — switch the CPU quickly between processes so several seem to run at once.
    • memory management — give each process the memory it needs; use disk paging 分页 when RAM runs out.
    • spooling 假脱机 and buffering — print jobs queue on disk so the CPU never waits for the printer.
    • caching — keep recently-used disk data in cache 高速缓存 / RAM.
    A CPU (central processing unit) chip
    The processor is a key resource the OS shares between competing tasks
    Memory modules (RAM)
    The OS also manages memory (RAM), deciding what to keep in it and what to page out to disk
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    multi-tasking/ˈmʌlti ˈtæskɪŋ/ multitasking
    paging/ˈpeɪdʒɪŋ/ paging
    spooling/ˈspuːlɪŋ/ spooling
    cache/kæʃ/ cache
    16.1

    The user interface

    The user interface hides the hardware behind friendly abstractions: the user sees windows, menus and folders, not addresses or sectors. One click on an icon makes the OS find the program on disk, allocate memory, load it and start it. A CLI (command line) is powerful and scriptable for experts; a GUI (graphical) is easier to learn. Most systems offer both.

    "Describe two ways in which the complexities of the hardware are hidden from the user." (1) The user works with files and folders by name, and the OS translates them into the tracks, sectors and blocks of the disk; (2) the user runs a program with a click or a command, and the OS loads it, allocates memory and schedules it without the user knowing any addresses; (3) device drivers let the user print or save without knowing how the printer or disk is controlled; (4) a graphical interface replaces machine-level commands with icons, windows and menus. The benefit to a student, with an example: the OS makes the hardware usable without technical knowledge, for instance saving a document to a USB drive by dragging its icon.

    "Show how an OS maximises the use of resources." It schedules the processor so that it is never idle while a process is ready; it manages memory, allocating it to processes, reclaiming it and extending it with virtual memory; it manages input and output, using buffers and spooling so that fast and slow devices overlap their work; and it manages storage, keeping track of free space and files. Each point names a resource and what the OS does with it.

    16.1

    Process management

    A process 进程 is a program in execution — its code, current state, memory and open files.

    Scheduling

    The scheduler 调度器 chooses which ready process runs next, and for how long:

    • round robin 轮转 — each process gets a fixed time slice 时间片, then goes to the back of the queue.
    • first-come-first-served; shortest job first; shortest remaining time (run the job with the least work left); priority; multilevel feedback queues.

    The trade-off is responsiveness vs throughput vs fairness.

    "Describe what is meant by multi-tasking and how it benefits process management." Several processes are held in memory at the same time and the processor switches between them so quickly that they appear to run simultaneously, each given a share of processor time in turn. The benefit: the processor is never left idle while one process waits for input or output, so throughput is higher and the user can work on several programs at once. "Explain the need for scheduling." There are more processes than processors, so a decision must be made about which process runs next and for how long; scheduling makes sure every process makes progress, that the processor is fully used, that response times are acceptable, and that priorities can be respected.

    Two timelines of the same three jobs: first-come-first-served runs the long job first and the short jobs wait behind it, while shortest-job-first runs the short jobs first and cuts the average waiting time from 6.7 to 2.7 units
    The same work in a different order: shortest-job-first gets the short jobs out of the way, so most jobs wait less, at the risk of a long job waiting for ever

    The scheduling routines, as the exam wants them described.

    Routine Function Benefit Drawback
    first come first served (FCFS) processes run in the order in which they arrive in the ready queue, each to completion simple; every process is dealt with in turn, none is starved a long process holds up all the short ones behind it; poor response
    shortest job first (SJF) the ready process with the shortest estimated run time runs next, to completion minimises the average waiting time; many short jobs finish quickly run times must be known in advance; a long job may never run (starvation)
    shortest remaining time (SRT) pre-emptive 抢占式 version of SJF: if a new process arrives with less time left than the running one, it takes over short processes are served even faster; good throughput more context switches; a long job can be interrupted repeatedly and starve
    round robin (RR) each ready process gets a fixed time slice in turn; when it expires the process goes to the back of the queue fair; every process responds within a bounded time, good for interactive use context-switch overhead; a very short slice wastes time, a long one delays others
    priority the ready process with the highest priority runs first important or time-critical work is done first low-priority processes may starve unless priorities age

    Worked example. Three processes arrive together with CPU times of 8, 4 and 2 ms. Compare the average waiting time under FCFS (in arrival order A, B, C) and under shortest job first.

    FCFS: A waits 0, B waits 8, C waits 12; average $(0 + 8 + 12)/3 = 6.7\ \text{ms}$. SJF runs C, B, A: C waits 0, B waits 2, A waits 6; average $2.7\ \text{ms}$. The total work is the same 14 ms either way; the order decides who waits. Round robin with a 2 ms slice would give A, B and C each a turn in the first 6 ms, so C finishes at 6 ms, B at 12 ms and A at 14 ms: the most responsive, not the fastest on average.

    A Gantt timeline showing P1 then P2, P3, P4 run one after another from time 0 to 39, with a key giving each process's CPU burst time
    First-come-first-served scheduling of four processes
    Round-robin scheduling shown as a timeline: P1, P2, P3 each get a fixed time slice in turn, then the cycle repeats, sharing the CPU between them
    Round-robin: each process gets a fixed time slice in turn, then the next runs (unlike first-come-first-served)

    Process states

    A process is new, ready (waiting for the CPU), running, blocked 阻塞 (waiting for I/O or a lock), or terminated. When its time slice ends it goes running → ready; when it requests I/O it goes running → blocked; when the I/O finishes it goes blocked → ready.

    A state diagram: new to ready (admit), ready to running (dispatch by the scheduler), running to ready (interrupt or time-out), running to blocked (request I/O), blocked back to ready (I/O complete), running to terminated (exit)
    A process moves between the new, ready, running, blocked and terminated states

    The three states and why a process moves. Running: the process has the processor. Ready: it could run but is waiting for the processor. Blocked: it cannot run until something else happens. Reasons for each transition, which the exam asks for one at a time: running to ready when its time slice ends, or when a higher-priority process becomes ready and pre-empts it (an interrupt); running to blocked when it requests input or output or waits for a resource or another process; blocked to ready when the I/O it was waiting for completes (signalled by an interrupt); ready to running when the scheduler dispatches it. A blocked process can never go straight to running: it must become ready first.

    Process control block and context switch

    For each process the OS keeps a process control block 进程控制块 (PCB) — the saved program counter, registers, state and memory info.

    A context switch saves process A's state (its PCB) and loads process B's
    A context switch saves one process's state and loads another's
    • a context switch 上下文切换 suspends one process and starts another: it saves the state into one PCB and restores it from another. This small cost is paid on every switch.
    • the kernel 内核 (the core of the OS) acts as an interrupt handler 中断处理程序. When a device or the timer raises an interrupt, interrupt handling 中断处理 saves the running process and runs the right routine — this is what drives low-level scheduling.

    "Outline how the kernel acts as an interrupt handler" (two marks). When an interrupt is raised, the kernel saves the state of the running process (its registers and program counter, in its process control block), identifies the source and priority of the interrupt, runs the appropriate interrupt service routine, and then restores the interrupted process (or a higher-priority one) so that execution continues. This is how the timer ends a time slice and how a completed I/O operation unblocks a process.

    Inter-process communication

    Processes are isolated, so the OS provides inter-process communication 进程间通信: pipes 管道 (one program's output feeds another's input), shared memory 共享内存 (a region several processes can use), and message passing.

    Explore · ⁨Jelajahi⁩

    The life of a process · ⁨Masa hidup sebuah proses⁩

    Tap round the loop a process travels. It only runs when the scheduler picks it; needing I/O sends it to blocked, and finishing its time slice sends it back to ready — round and round until it's done. · ⁨Tap keliling loop yang dilalui proses. Proses hanya berjalan ketika scheduler memilihnya; membutuhkan I/O mengirimkannya ke status blocked, dan habis slice waktunya mengirimkannya kembali ke ready — keliling terus hingga selesai.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    process/ˈprəʊses/ proses
    scheduler/ˈʃedjʊlə/ scheduler
    round robin/raʊnd ˈrɒbɪn/ round robin
    time slice/taɪm slaɪs/ irisan waktu
    pre-emptive/priː ˈemptɪv/ pre-emptive
    blocked/blɒkt/ terblokir
    process control block/ˈprəʊses kənˈtrəʊl blɒk/ process control block
    context switch/ˈkɒntekst swɪtʃ/ pergantian konteks
    kernel/ˈkɜːnl/ kernel
    interrupt handler/ˈɪntərʌpt ˈhændlə/ handler interrupt
    interrupt handling/ˈɪntərʌpt ˈhændlɪŋ/ penanganan interupsi
    inter-process communication/ˈɪntə ˈprəʊses kəˌmjuːnɪˈkeɪʃn/ komunikasi antar-proses
    pipes/paɪps/ pipa
    shared memory/ʃeəd ˈmeməri/ memori bersama
    16.1

    Virtual memory, paging, segmentation

    Each process gets its own virtual address space 虚拟地址空间 — a clean, contiguous range of addresses the OS maps to physical memory. This gives each process a simple space, protects processes from each other, and lets the total memory exceed physical RAM.

    In paging, the virtual space is split into fixed-size pages 页 and physical memory into same-sized frames 页框. A page table maps each page to a frame. If an accessed page is not in RAM — a page fault 缺页 — the OS reads it from the swap file 交换文件 into a frame, evicting another page if RAM is full. Frequent faults cause thrashing 抖动 (disk thrashing), where the OS spends most of its time swapping pages instead of doing useful work.

    Logical-memory pages mapped through a page table to non-contiguous physical-memory frames
    Paging maps each page of logical memory to a frame of physical memory

    In segmentation 分段, memory is split into variable-sized logical segments (code, stack, heap), each with its own permissions. Many systems use paging within segments.

    Variable-sized logical segments (code, heap, stack) mapped through a segment table of sizes and start addresses to physical memory
    Segmentation maps variable-sized segments using a segment map table

    "Explain what is meant by virtual memory" (three marks). Secondary storage (disk) is used to extend the RAM, so that the available memory appears larger than the physical memory; the address space of a process is divided into pages, and only the pages currently needed are held in RAM while the rest wait on disk; pages are swapped between RAM and disk as required, and the OS translates each virtual address into a physical one. Why an OS needs it: the programs running may need more memory than the RAM installed; it lets more (or larger) programs run at once; a program can be larger than the physical memory; memory is used efficiently because only the active parts of programs occupy RAM.

    Paging against segmentation: the difference the exam wants. Paging divides memory into blocks of fixed size (pages and frames) chosen by the hardware, with no regard to the program's structure, and the mapping is invisible to the programmer; segmentation divides a program into variable-sized logical units (a procedure, an array, the stack) whose sizes and boundaries follow the program, so a segment can be protected or shared as a unit. "Describe the process of segmentation": the program is split into segments of different sizes, each given a segment number; a segment table records where each segment starts in memory and how long it is; a logical address is a segment number plus an offset, and the OS adds the offset to the segment's base address to find the physical location.

    "Explain what is meant by disk thrashing" and when it occurs. Disk thrashing 磁盘抖动 is the state in which pages are swapped in and out of RAM so frequently that the processor spends more time moving pages than executing instructions, and the system slows almost to a halt. It occurs when the RAM is too small for the pages the running processes need (their working sets): a page just moved out is needed again almost at once, so it is fetched back, which pushes out another page that is soon needed, and so on. Too many processes, or a program that accesses memory unpredictably, brings it on; more RAM or fewer processes cure it.

    Explore · ⁨Jelajahi⁩

    What happens on a page fault · ⁨Apa yang terjadi pada page fault⁩

    Step through a page fault. When the program touches a page that isn't in RAM, the OS quietly fetches it from disk and updates the page table — so the program sees more memory than physically exists. · ⁨Langkah demi langkah page fault. Ketika program mengakses halaman yang tidak ada di RAM, OS diam-diam mengambilnya dari disk dan memperbarui tabel halaman — sehingga program melihat memori lebih besar daripada fisik yang tersedia.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    virtual address space/ˈvɜːtʃuːəl əˈdres speɪs/ ruang alamat virtual
    pages/ˈpeɪdʒɪz/ halaman
    frames/freɪmz/ bingkai
    page fault/peɪdʒ fɒlt/ fault halaman
    swap file/swɒp faɪl/ file swap
    thrashing/ˈθræʃɪŋ/ thrashing
    segmentation/ˌseɡmənˈteɪʃn/ segmentasi
    disk thrashing/dɪsk ˈθræʃɪŋ/ thrashing disk
    16.2

    How an interpreter runs a program

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of how an interpreter can execute programs without producing a translated version
    Show understanding of the various stages in the compilation of a program Including lexical analysis, syntax analysis, code generation and optimisation
    Show understanding of how the grammar of a language can be expressed using syntax diagrams or Backus-Naur Form (BNF) notation
    Show understanding of how Reverse Polish Notation (RPN) can be used to carry out the evaluation of expressions
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang bagaimana interpreter dapat menjalankan program tanpa menghasilkan versi tervertalisasi
    Tunjukkan pemahaman tentang berbagai tahap dalam kompilasi program Termasuk analisis leksikal, analisis sintaksis, pembuatan kode dan optimisasi
    Tunjukkan pemahaman tentang bagaimana tata bahasa suatu bahasa dapat dinyatakan menggunakan diagram sintaksis atau notasi Backus-Naur Form (BNF)
    Tunjukkan pemahaman tentang bagaimana Notasi Polish Terbalik (RPN) dapat digunakan untuk melakukan evaluasi ekspresi

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    An interpreter 解释器 translates and runs the source at the same time. For each statement it reads the line, does lexical and syntax analysis, checks types, then executes the action, and moves on. Errors are reported immediately and it usually stops; no executable is produced. The translation is redone every run (slower), but it gives fast development feedback and is portable.

    "Explain how an interpreter executes a program without producing a translated version" (three marks). The interpreter takes one statement (line) at a time, translates (analyses) it, and executes it immediately, before moving to the next; no translated version of the whole program is created or stored, so every statement is translated every time it is executed, including each pass through a loop; if a statement contains an error, execution stops there and the error is reported. This is what makes an interpreter good for developing and testing (errors are found as they are reached, and a change can be tried at once) but slower for running finished programs.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    interpreter/ɪnˈtɜːprɪtə/ interpreter
    16.2

    Stages of compilation

    A compiler 编译器 turns source into machine code 机器码 in phases:

    1. lexical analysis 词法分析 — the lexer groups characters into tokens 词法单元 (keywords, identifiers, operators, literals), discarding whitespace and comments.
    2. syntax analysis (parsing) 语法分析 — check the tokens fit the grammar and build an abstract syntax tree 抽象语法树. A missing bracket gives a syntax error 语法错误.
    3. semantic analysis 语义分析 — check the program makes sense (variables declared, types match).
    4. code generation 代码生成 — walk the tree and emit target code, choosing registers and layouts.
    5. code optimisation 代码优化 — remove redundant work, fold constants, reorder for the pipeline.

    The output is an executable.

    The phases of compilation: source code passes through lexical analysis (tokens), syntax analysis (AST), semantic analysis (checks), code generation and optimisation to produce an executable
    The phases of compilation, from source code to an optimised executable

    The purpose of each stage, in the words that score. Lexical analysis: removes white space and comments; converts the characters of the source code into tokens (keywords, identifiers, operators, constants), checking that each is valid in the language; enters identifiers into the symbol table 符号表. Syntax analysis: checks that the sequence of tokens obeys the grammar (syntax rules) of the language; builds a parse tree (abstract syntax tree); reports syntax errors; type checking and the checking of variable declarations are sometimes counted here as semantic analysis. Code generation: converts the checked tree into object code or machine code (possibly via an intermediate code), allocating memory and registers. Optimisation: makes the code run faster or use less memory, by removing redundant instructions, combining or simplifying calculations, and reorganising loops, without changing what the program does. The matching question pairs each stage with one of these descriptions.

    Explore · ⁨Jelajahi⁩

    The phases of compilation · ⁨Fase-fase kompilasi⁩

    Step through what a compiler does to your source. Each phase hands its output to the next — characters become tokens, tokens become a tree, the tree becomes optimised machine code. · ⁨Ikuti langkah-langkah yang dilakukan compiler pada sumber Anda. Setiap fase menyerahkan outputnya ke fase berikutnya — karakter menjadi token, token menjadi pohon, pohon menjadi kode mesin yang dioptimalkan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    compiler/kəmˈpaɪlə/ compiler
    machine code/məˈʃiːn kəʊd/ kode mesin
    lexical analysis/ˈleksɪkl əˈnæləsɪs/ analisis leksikal
    tokens/ˈtəʊkənz/ token
    syntax analysis (parsing)/ˈsɪntæks əˈnæləsɪs/ analisis sintaks (parsing)
    abstract syntax tree/ˈæbstrækt ˈsɪntæks triː/ pohon sintaks abstrak
    syntax error/ˈsɪntæks ˈerə/ kesalahan sintaksis
    semantic analysis/səˈmæntɪk əˈnæləsɪs/ analisis semantik
    code generation/kəʊd ˌdʒenəˈreɪʃn/ pembuatan kode
    code optimisation/kəʊd ˌɒptɪmaɪˈzeɪʃn/ optimisasi kode
    symbol table/ˈsɪmbl ˈteɪbl/ tabel simbol
    16.2

    Grammar: BNF and syntax diagrams

    A grammar 文法 says which token sequences are valid programs.

    Backus-Naur Form 巴科斯-诺尔范式 (BNF) is textual. A production rule 产生式 has the form:

    <symbol> ::= alternative1 | alternative2 | ...
    

    Each alternative is a sequence of terminal 终结符 symbols (literal text) and non-terminal 非终结符 symbols (other rule names):

    <digit>      ::= 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
    <identifier> ::= <letter> | <identifier> <letter> | <identifier> <digit>
    

    The recursive third rule expresses "a letter followed by any number of letters or digits". An IF statement:

    <if-statement> ::= IF <condition> THEN <statement> ENDIF
                     | IF <condition> THEN <statement> ELSE <statement> ENDIF
    

    A syntax diagram 语法图 (railroad diagram) shows the same thing graphically: boxes for non-terminals, rounded boxes for terminals, arrows for valid paths, loops for repetition. The two notations are equivalent. The parser uses the grammar to decide whether a program is valid.

    A railroad diagram for an assignment: a rectangular identifier box, a rounded assignment-symbol box, then a rectangular expression box, connected left to right
    A syntax (railroad) diagram for an assignment statement
    Three syntax diagrams, for a letter, a digit and an identifier that starts with a letter and continues with any number of letters or digits, beside the BNF rules that express exactly the same grammar, with valid and invalid examples
    A syntax diagram and a BNF rule say the same thing: a choice becomes alternatives separated by bars, and a loop becomes a rule that refers to itself

    Reading the exam's diagrams. Each diagram defines one non-terminal; follow the arrows from the entry to the exit, and every path you can trace is a valid string. A choice of boxes side by side is a set of alternatives; a loop back is "repeat as many times as you like"; a box for another non-terminal means "insert anything that rule allows". "State why the string is invalid" wants the rule it breaks, in words: 9K is invalid as a variable because the first character must be a letter, not a digit; JJ90 is an invalid passcode if the rule allows only one letter before the digits, or if J is not in the set of letters listed. Always check the string against the set of characters the diagram actually allows, not against what a real language would accept.

    Writing BNF from a diagram. Each diagram becomes one rule <name> ::= ...; alternatives are separated by |; a sequence is written one symbol after another; and repetition is written with recursion, because BNF has no loop symbol: "one or more letters" is <word> ::= <letter> | <letter><word>, and "zero or more digits after a letter" is <variable> ::= <letter> | <letter><digits> with <digits> ::= <digit> | <digit><digits>.

    Worked example. Complete the BNF for a vehicle registration that must begin with two letters (from A B C) followed by one, two or three digits (from 0 1 2).

    <letter>       ::= A | B | C
    <digit>        ::= 0 | 1 | 2
    <digits>       ::= <digit> | <digit><digit> | <digit><digit><digit>
    <registration> ::= <letter><letter><digits>
    

    AB12 is valid; A12 is not (only one letter); AB1234 is not (four digits); AD1 is not (D is not a listed letter). Asked to add a constraint such as "the third character may also be a symbol", add the extra alternative to the rule for that position only, and define <symbol> with its own rule.

    Worked example. Write BNF for an expression that is a variable, followed by an operator, followed by either a variable or a number, where a variable is a single lower-case letter from a b c and an operator is + or -.

    <variable>   ::= a | b | c
    <operator>   ::= + | -
    <number>     ::= <digit> | <digit><number>
    <expression> ::= <variable><operator><variable> | <variable><operator><number>
    

    The recursive <number> rule allows any number of digits; the two alternatives of <expression> cover both cases named in the definition. Keep every non-terminal in angle brackets and every terminal without them.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    grammar/ˈɡræmə/ tata bahasa
    Backus-Naur Form/ˈbækəs nɔː fɔːm/ Bentuk Backus-Naur
    production rule/prəˈdʌkʃn ruːl/ aturan produksi
    terminal/ˈtɜːmɪnl/ terminal
    non-terminal/nɒn ˈtɜːmɪnl/ non-terminal
    syntax diagram/ˈsɪntæks ˈdaɪəɡræm/ diagram sintaks
    16.2

    Reverse Polish Notation (RPN)

    In infix 中缀 notation the operator sits between its operands (3 + 4 * 2), needing brackets and precedence rules. In Reverse Polish Notation 逆波兰表示法 (RPN, postfix 后缀) the operator follows its operands (3 4 2 * +), needing no brackets.

    Converting infix to RPN

    Use an operator stack 栈. Scan left to right: output an operand; for an operator, first pop any stacked operators of higher or equal precedence 优先级 to the output, then push it; push (; on ) pop to output until the matching (. At the end, pop all operators. Example: (3 + 4) * 2 → 3 4 + 2 *.

    Evaluating RPN

    Use a stack of operands. Scan left to right: push each operand; on an operator, pop the top two, apply it, and push the result. Evaluating 3 4 2 * +:

    Token Stack
    3 3
    4 3, 4
    2 3, 4, 2
    * 3, 8
    + 11

    Result: 11. RPN needs no brackets at evaluation time and suits a stack machine — which is how the JVM and many bytecode 字节码 interpreters work.

    "Explain why RPN is used to evaluate expressions" (two marks). In RPN the operators appear in the order in which they are applied, so an expression can be evaluated in a single left-to-right pass with no brackets and no precedence rules; it is therefore simpler and faster for the compiler or interpreter to process. "Identify, with reasons, a suitable data structure": a stack, because evaluation needs the most recently pushed operands first (last in, first out): each operand is pushed, and each operator pops the top two, applies itself, and pushes the result. Show the stack contents after every token when asked.

    Converting infix to RPN by hand. (1) Fully bracket the expression using the precedence rules; (2) move each operator to just after the closing bracket of its own pair; (3) remove the brackets. So $(a - b) * (a + c) / 7$ becomes $((a - b) * (a + c)) / 7$, then a b - a c + * 7 /. Note that * and / are applied left to right, so the division is the last operator, not the multiplication. More conversions: $((7 + 3) - (2 * 8)) / 6$ is 7 3 + 2 8 * - 6 /; $(7 - 2 + 8) / (9 - 5)$ is 7 2 - 8 + 9 5 - /; $a * b + b - d + 15$ is a b * b + d - 15 +; $(2 - 6) * (13 + 7) / 5$ is 2 6 - 13 7 + * 5 /.

    Converting RPN back to infix. Work through the RPN with a stack of expressions: push each operand; for each operator pop two, write them either side of it in brackets, and push the result. So a b / 4 * a b + - is $((a / b) * 4) - (a + b)$; 5 2 + 9 3 - / 3 * is $((5 + 2) / (9 - 3)) * 3$; b a c - + d b + * c / is $((b + (a - c)) * (d + b)) / c$; a b - c + c a - * d / is $(((a - b) + c) * (c - a)) / d$. Keep the brackets: dropping them can change the meaning.

    Worked example. Evaluate a b - c d + * e / when $a = 17$, $b = 5$, $c = 7$, $d = 3$ and $e = 10$, showing the stack.

    token action stack (top on the right)
    a push 17 17
    b push 5 17, 5
    - pop 5 and 17, push $17 - 5$ 12
    c push 7 12, 7
    d push 3 12, 7, 3
    + pop 3 and 7, push $7 + 3$ 12, 10
    * pop 10 and 12, push $12 \times 10$ 120
    e push 10 120, 10
    / pop 10 and 120, push $120 / 10$ 12

    Result 12. The order of the pops matters for - and /: the value popped second is the left operand, so a b - is $a - b$, not $b - a$. Two more, in the same way: d a b + * c a - / with $a = 6, b = 12, c = 15, d = 5$ gives $5 \times (6 + 12) / (15 - 6) = 90 / 9 = 10$; c a - b d + * b c + / with $a = 4, b = 12, c = 24, d = 6$ gives $(24 - 4) \times (12 + 6) / (12 + 24) = 360 / 36 = 10$.

    Worked example. Convert $(A + B) \times (C - D)$ to RPN, then evaluate $(3 + 4) \times (5 - 2)$. Scan left to right using an operator stack. Push (; output A; push +; output B; on ) pop back to the matching (, giving A B + so far. Push ×, and the second bracket behaves the same way, giving C D -. At the end pop the ×. Result: A B + C D - ×. To evaluate the numbers, use a stack of operands: push 3, push 4; + pops both and pushes 7; push 5, push 2; - pops both and pushes 3; × pops 7 and 3 and pushes 21. Two things make these reliable: the operands keep their original order through the conversion (only the operators move), and every operator acts on the two values immediately below it on the stack.

    Explore · ⁨Jelajahi⁩

    Operator precedence — what RPN removes · ⁨Prioritas operator — apa yang dihapus oleh RPN⁩

    In ordinary infix maths × and ÷ bind tighter than + and −, so you must apply rules in the right order. Reverse Polish Notation writes the operands first (3 4 2 × + 1 −), fixing the order so no precedence rules are needed. · ⁨Dalam matematika infix biasa, × dan ÷ memiliki ikatan lebih kuat daripada + dan −, sehingga Anda harus menerapkan aturan dalam urutan yang benar. Notasi Polandia Terbalik menulis operand terlebih dahulu (3 4 2 × + 1 −), memperbaiki urutan sehingga tidak perlu aturan prioritas.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    infix/ˈɪnfɪks/ infix
    Reverse Polish Notation/rɪˈvɜːs ˈpəʊlɪʃ nəʊˈteɪʃn/ Notasi Polandia Terbalik
    postfix/ˈpəʊstfɪks/ postfix
    stack/stæk/ tumpukan
    precedence/ˈpresɪdəns/ precedence
    bytecode/ˈbaɪtkəʊd/ bytecode
    16.2

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    multi-tasking several processes held in memory at once, the processor switching between them so that they appear to run simultaneously
    process a program that has been loaded into memory and is being executed (or is ready to be)
    running / ready / blocked has the processor / waiting for the processor / cannot continue until an event such as I/O completes
    scheduling deciding which ready process gets the processor next, and for how long
    pre-emptive scheduling the running process can be interrupted and moved to ready so that another process runs
    virtual memory using secondary storage to extend RAM, holding only the pages currently needed in physical memory
    paging dividing memory and programs into fixed-size pages that are moved between disk and RAM as needed
    segmentation dividing a program into variable-sized logical segments, each mapped to memory by a segment table
    disk thrashing pages being swapped between RAM and disk so often that little useful processing is done
    interpreter translates and executes a program one statement at a time, without producing a translated version
    compiler translates a whole high-level program into machine (object) code before it is run
    lexical analysis converts the source code into tokens, removing white space and comments, and builds the symbol table
    syntax analysis checks that the tokens obey the grammar of the language and builds a parse tree
    Backus–Naur Form a notation for the grammar of a language: rules of the form <name> ::= alternatives built from terminals and non-terminals
    Reverse Polish Notation a way of writing expressions with each operator after its operands, so they can be evaluated with a stack and without brackets
    16.2

    Exam tips

    • The OS questions are marked on named mechanisms: scheduling, memory management, I/O buffering and spooling, file management; for the interface, file names not addresses, clicks not commands, drivers, GUI.
    • Process states with their transitions and the reason for each; scheduling routines as function plus benefit plus drawback; the kernel saves state, identifies the interrupt, services it, restores.
    • Virtual memory: disk extends RAM, pages swapped, address translation; paging is fixed-size and invisible, segmentation is variable-size and logical; thrashing is swapping instead of working.
    • Interpreter: one statement at a time, translated then executed, nothing stored. Compiler stages: tokens and symbol table, grammar and parse tree, code, optimisation.
    • BNF: a rule per diagram, | for choice, recursion for repetition, terminals bare and non-terminals in angle brackets. Say which rule a string breaks.
    • RPN: operators after operands, evaluate with a stack, show every step; convert by fully bracketing; when converting back, keep the brackets.

    Common mistakes

    • Describing multi-tasking as "running several programs at the same time" without saying the processor switches between them.
    • Sending a blocked process straight to running, or giving "time slice ended" as the reason for running to blocked.
    • Confusing shortest job first (non-pre-emptive) with shortest remaining time (pre-emptive), or round robin with priority.
    • Defining virtual memory as "using the hard disk as RAM" with no mention of pages being swapped.
    • Saying an interpreter "converts the program to machine code and then runs it"; that is a compiler.
    • Putting syntax checking in lexical analysis, or optimisation before code generation in the matching question.
    • Writing BNF repetition as <letter>* or with an ellipsis; use recursion. Leaving angle brackets off non-terminals.
    • Reversing the operands of - or / when evaluating RPN, or writing the RPN of $a * b + c$ as a b c + *.
  • 17

    Security · ⁨Keamanan⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    17.1

    How encryption works · ⁨Cara enkripsi bekerja⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of how encryption works Including the use of public key, private key, plain text, cipher text, encryption, symmetric key cryptography and asymmetric key cryptography How the keys can be used to send a private message from the public to an individual/organisation How the keys can be used to send a verified message to the public How data is encrypted and decrypted, using symmetric and asymmetric cryptography Purpose, benefits and drawbacks of quantum cryptography
    Show awareness of the Secure Socket Layer (SSL) / Transport Layer Security (TLS) Purpose of SSL/TLS Use of SSL/TLS in client-server communication Situations where the use of SSL/TLS would be appropriate
    Show understanding of digital certification How a digital certificate is acquired How a digital certificate is used to produce digital signatures
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang bagaimana enkripsi bekerja Termasuk penggunaan kunci publik, kunci privat, teks biasa, cipher teks, enkripsi, kriptografi kunci simetris dan kriptografi kunci asimetris Bagaimana kunci dapat digunakan untuk mengirim pesan pribadi dari publik ke individu/organisasi Bagaimana kunci dapat digunakan untuk mengirim pesan yang diverifikasi ke publik Bagaimana data dienkripsi dan didekripsi, menggunakan kriptografi simetris dan asimetris Tujuan, manfaat, dan kekurangan kriptografi kuantum
    Tunjukkan kesadaran terhadap Secure Socket Layer (SSL) / Transport Layer Security (TLS) Tujuan SSL/TLS Penggunaan SSL/TLS dalam komunikasi klien-pelayan Situasi di mana penggunaan SSL/TLS sesuai
    Tunjukkan pemahaman tentang sertifikasi digital Bagaimana sertifikat digital diperoleh Bagaimana sertifikat digital digunakan untuk menghasilkan tanda tangan digital

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    Encryption 加密 turns readable plaintext 明文 (plain text) into unreadable ciphertext 密文 (cipher text) using a maths operation that depends on a key. Only someone with the right key can reverse it — decryption 解密 — to get the plaintext back. An attacker who intercepts the ciphertext without the key sees only meaningless data, because trying every possible key would take far too long. A newer approach, quantum cryptography 量子密码学, uses quantum physics to share a key in a way that reveals any eavesdropper.

    Symmetric encryption

    Symmetric encryption 对称加密 (symmetric key cryptography) uses the same key for both encryption and decryption, so sender and receiver must both hold the secret key. It is fast and good for bulk data (a whole disk, a video stream). Its problem is key distribution 密钥分发: how do you share the key safely in the first place? Asymmetric encryption solves this.

    "Describe what is meant by symmetric key encryption" (two marks). The same key is used to encrypt the plaintext and to decrypt the ciphertext, so the key must be shared between sender and receiver and kept secret from everyone else. Two drawbacks. The key has to be exchanged before the message can be sent, and if it is intercepted in transit the interceptor can read every message; a separate key is needed for every pair of correspondents; and it gives no proof of who sent the message, because both ends hold the same key. "Give two reasons for using key cryptography": so that data is unreadable by anyone who intercepts it (confidentiality); so that the receiver can be sure the data came from the claimed sender and was not altered (authenticity and integrity 完整性). The two methods are symmetric and asymmetric key cryptography.

    Asymmetric encryption (public-key)

    Asymmetric encryption 非对称加密 (asymmetric key cryptography) gives each user a pair of related keys: a public key 公钥 they publish, and a private key 私钥 they keep secret. Data encrypted with the public key can be decrypted only with the matching private key, and vice versa.

    To send a secret message to Alice: get her published public key, encrypt with it, and send. Only Alice — holding the matching private key — can decrypt. No prior key exchange is needed. The trade-off is that it is much slower than symmetric, so it is not used for large data.

    "State what is meant by a private key." A key known only to its owner (never transmitted), used to decrypt data that was encrypted with the matching public key, and to create digital signatures. "Describe the process of asymmetric encryption" (four marks): (1) the receiver generates a pair of keys, a public key and a private key, mathematically related; (2) the public key is made available to anyone who wants to send to them; (3) the sender encrypts the plaintext with the receiver's public key; (4) the ciphertext can only be decrypted with the receiver's private key, which never leaves the receiver, so nobody who intercepts the message can read it.

    Worked example. Fred wants to send Sheila a confidential document. Explain how asymmetric encryption is used.

    Sheila has a key pair; she sends Fred her public key (or he obtains it from her certificate). Fred encrypts the document with Sheila's public key and sends the ciphertext. Only Sheila's private key can decrypt it, and only Sheila holds that, so nobody else, including Fred once it is encrypted, can read the document. The keys are used the receiver's way round: her public key to lock, her private key to unlock. An organisation that holds a key pair "to receive secure transmissions" does exactly this: it publishes the public key, keeps the private key, and decrypts what arrives.

    Two differences between symmetric and asymmetric encryption. Symmetric uses one key for both directions; asymmetric uses two related keys, one to encrypt and the other to decrypt. In symmetric encryption the key must be kept secret by both parties and exchanged securely; in asymmetric encryption the public key can be published and only the private key is secret. Symmetric encryption is much faster and suits large amounts of data; asymmetric is slower, so it is used for keys and signatures rather than bulk data.

    A private key must stay secret, so it is sometimes kept on a small hardware security key 硬件安全密钥. You plug it in or tap it to prove who you are, and the secret key never leaves the device.

    Hybrid approach (used by almost every real system)

    Use asymmetric encryption to exchange a fresh session key 会话密钥, then use that symmetric key for the data:

    1. the client makes a random session key.
    2. it encrypts the session key with the server's public key.
    3. the server decrypts it with its private key.
    4. both ends now share the session key and use fast symmetric encryption for the rest.

    This is how HTTPS and SSH work.

    The exam's version of the key-exchange problem. "A symmetric key is to be exchanged before the message is sent. Explain how the key can be exchanged securely." The sender encrypts the symmetric key with the receiver's public key and sends it; the receiver decrypts it with their private key; both now hold the symmetric key, which was never exposed in transit, and use it for the messages. Asymmetric encryption solves the distribution problem; symmetric encryption then does the fast work.

    Hashing (related, not encryption)

    A cryptographic hash 密码散列 function takes any input and gives a fixed-size digest 摘要 such that the same input always gives the same digest, it is infeasible to find two inputs with the same digest, and a tiny change in input changes the digest completely. Hashing is one-way — you cannot get the input back. It is used for storing password checks, integrity checks, and digital signatures.

    Quantum cryptography

    Quantum cryptography uses the physics of light to distribute keys: the bits of a key are sent as photons whose quantum states encode the values. "Describe its purpose": to transmit an encryption key securely, in such a way that any attempt to intercept it can be detected, because measuring a photon changes its state; an eavesdropper 窃听者 therefore leaves evidence, and the corrupted key is thrown away and a new one sent. Benefits: interception is always detectable; the key cannot be copied without being altered; it is secure against future advances in computing power (a mathematical key can eventually be cracked, a quantum one cannot be read without disturbing it). Drawbacks: it needs specialised, expensive equipment; it works only over limited distances on dedicated optical fibre (or line of sight), not across the existing internet; it distributes the key only, so ordinary encryption still protects the message; and it is a new technology with few suppliers and little experience.

    Bahasa Indonesia

    Enkripsi mengubah plaintext (teks biasa) yang dapat dibaca menjadi ciphertext (teks sandi) yang tidak dapat dibaca menggunakan operasi matematika yang bergantung pada key (kunci). Hanya seseorang dengan kunci yang tepat yang dapat membalik prosesnya — decryption (dekripsi) — untuk mendapatkan plaintext kembali. Penyerang yang menyadap ciphertext tanpa kunci hanya melihat data yang tidak bermakna, karena mencoba semua kemungkinan kunci akan memakan waktu sangat lama. Pendekatan baru, quantum cryptography (kriptografi kuantum), menggunakan fisika kuantum untuk berbagi kunci dengan cara yang mengungkapkan penyadap apa pun.

    Mesin cipher Enigma dengan keyboard dan rotor-nya
    Mesin Enigma mengenkripsi pesan pada Perang Dunia Kedua — perangkat cipher mekanis awal

    Plaintext melalui algoritma enkripsi dengan kunci enkripsi menjadi ciphertext, melintasi internet, lalu algoritma dekripsi dengan kunci dekripsi kembali menjadi plaintext *Enkripsi mengacak acau plaintext dengan kunci; dekripsi membalikkannya

    Enkripsi simetris

    Enkripsi simetris (kriptografi kunci simetris) menggunakan kunci yang sama untuk enkripsi dan dekripsi, sehingga pengirim dan penerima harus memiliki kunci rahasia bersama. Enkripsi ini cepat dan cocok untuk data massal (seluruh disk, aliran video). Masalahnya adalah distribusi kunci: bagaimana cara berbagi kunci dengan aman sejak awal? Enkripsi asimetris mengatasi masalah ini.

    "Jelaskan maksud dari enkripsi kunci simetris (dua nilai).**" Kunci yang sama digunakan untuk mengenkripsi teks biasa dan mendekripsi teks terenkripsi, sehingga kunci harus dibagikan antara pengirim dan penerima serta dijaga rahasia dari pihak lain. Dua kekurangan. Kunci harus ditukar sebelum pesan dapat dikirim, dan jika intercepted dalam transit, penerjemah dapat membaca setiap pesan; kunci terpisah diperlukan untuk setiap pasangan koresponden; dan ini tidak memberikan bukti tentang siapa yang mengirim pesan, karena kedua ujung memegang kunci yang sama. "Berikan dua alasan penggunaan kriptografi kunci:" agar data tidak terbaca oleh siapa pun yang拦截ingnya (kerahasiaan); agar penerima yakin data berasal dari pengirim yang diklaim dan tidak diubah (autentikasi dan integritas). Dua metode tersebut adalah kriptografi kunci simetris dan asimetris.

    Enkripsi simetris menggunakan kunci yang sama di kedua ujung, yang harus dibagikan secara rahasia
    Enkripsi simetris menggunakan kunci rahasia yang sama di kedua ujung

    Enkripsi Asimetris (kunci publik)

    Enkripsi asimetris (kriptografi kunci asimetris) memberikan setiap pengguna pasangan kunci yang terkait: kunci publik yang mereka publikasikan, dan kunci privat yang mereka jaga rahasianya. Data yang dienkripsi dengan kunci publik hanya dapat didekripsi hanya dengan kunci privat yang sesuai, dan sebaliknya.

    Tom dan Meera masing-masing memiliki kunci publik untuk dibagikan dan kunci privat yang dijaga rahasianya; Meera mengirimkan kunci publiknya kepada Tom
    Setiap pengguna memiliki kunci publik untuk dibagikan dan kunci privat untuk dijaga rahasianya

    Untuk mengirim pesan rahasia kepada Alice: dapatkan kunci publiknya yang dipublikasikan, enkripsi dengan kunci tersebut, lalu kirim. Hanya Alice — yang memegang kunci privat yang sesuai — yang dapat mendekripsi. Tidak perlu pertukaran kunci sebelumnya. Kompromisnya adalah enkripsi ini jauh lebih lambat daripada enkripsi simetris, sehingga tidak digunakan untuk data besar.

    "Nyatakan maksud dari kunci privat." Kunci yang diketahui hanya oleh pemiliknya (tidak pernah ditransmisikan), digunakan untuk mendekripsi data yang dienkripsi dengan kunci publik yang sesuai, dan untuk membuat tanda tangan digital. "Jelaskan proses enkripsi asimetris (empat nilai):**" (1) penerima menghasilkan pasangan kunci, yaitu kunci publik dan kunci privat, yang terkait secara matematis; (2) kunci publik disediakan untuk siapa saja yang ingin mengirim pesan kepadanya; (3) pengirim mengenkripsi teks biasa dengan kunci publik penerima; (4) teks terenkripsi hanya dapat didekripsi dengan kunci privat penerima, yang tidak pernah meninggalkan penerima, sehingga tidak ada orang yang拦截ing pesan dapat membacanya.

    Contoh dikerjakan. Fred ingin mengirim dokumen rahasia kepada Sheila. Jelaskan bagaimana enkripsi asimetris digunakan.

    Sheila memiliki pasangan kunci; ia mengirimkan kunci publik-nya kepada Fred (atau Fred mendapatkannya dari sertifikat Sheila). Fred mengenkripsi dokumen dengan kunci publik Sheila dan mengirim teks terenkripsi. Hanya kunci privat Sheila yang dapat mendekripsinya, dan hanya Sheila yang memilikinya, jadi tidak ada orang lain, termasuk Fred setelah dienkripsi, yang dapat membaca dokumen tersebut. Kunci digunakan dengan cara penerima: kunci publiknya untuk mengunci, kunci privatnya untuk membuka. Organisasi yang memegang pasangan kunci "untuk menerima transmisi aman" melakukan hal ini persis: mempublikasikan kunci publik, menjaga kunci privat, dan mendekripsi apa yang diterima.

    Dua perbedaan antara enkripsi simetris dan asimetris. Simetris menggunakan satu kunci untuk kedua arah; asimetris menggunakan dua kunci yang terkait, satu untuk enkripsi dan yang lain untuk dekripsi. Dalam enkripsi simetris, kunci harus dijaga rahasia oleh kedua pihak dan ditukar dengan aman; dalam enkripsi asimetris, kunci publik dapat dipublikasikan dan hanya kunci privat yang rahasia. Enkripsi simetris jauh lebih cepat dan cocok untuk jumlah data besar; asimetris lebih lambat, sehingga digunakan untuk kunci dan tanda tangan daripada data massal.

    Kunci privat harus tetap rahasia, sehingga terkadang disimpan pada kunci keamanan perangkat keras. Anda mencolokkannya atau mengetuknya untuk membuktikan siapa Anda, dan kunci rahasia tidak akan meninggalkan perangkat tersebut.

    Kunci keamanan perangkat keras berwarna hitam di atas latar belakang putih, dengan sensor sentuh emas bulat di tengah dan konektor USB emas di salah satu ujung
    Kunci keamanan perangkat keras menyimpan kunci rahasia untuk membuktikan siapa Anda

    Pendekatan Hibrida (digunakan oleh hampir semua sistem nyata)

    Gunakan enkripsi asimetris untuk menukar kunci sesi baru, lalu gunakan kunci simetris tersebut untuk data:

    1. klien membuat kunci sesi acak.
    2. klien mengenkripsi kunci sesi dengan kunci publik server.
    3. server mendekripsinya dengan kunci privatnya.
    4. kedua ujung sekarang berbagi kunci sesi dan menggunakan enkripsi simetris yang cepat untuk sisanya.

    Inilah cara kerja HTTPS dan SSH.

    Versi ujian mengenai masalah pertukaran kunci. "Sebuah kunci simetris akan ditukar sebelum pesan dikirim. Jelaskan bagaimana kunci dapat ditukar dengan aman." Pengirim mengenkripsi kunci simetris dengan kunci publik penerima dan mengirimkannya; penerima mendekripsinya dengan kunci privat mereka; keduanya kini memiliki kunci simetris, yang tidak pernah terekspos selama transit, dan menggunakannya untuk pesan-pesan tersebut. Enkripsi asimetris memecahkan masalah distribusi; enkripsi simetris kemudian melakukan pekerjaan cepat.

    Klien mengenkripsi kunci sesi dengan kunci publik server dan mengirimkannya; hanya kunci privat server yang dapat membukanya; kemudian kedua ujung menggunakan enkripsi simetris yang cepat dengan kunci sesi yang dibagikan
    Pendekatan hibrida: kriptografi asimetris berbagi kunci sesi sekali, lalu enkripsi simetris yang cepat melindungi data

    Hashing (terkait, bukan enkripsi)

    Fungsi hash kriptografis menerima input apa pun dan menghasilkan ringkasan berukuran tetap sedemikian rupa sehingga input yang sama selalu menghasilkan ringkasan yang sama, mustahil untuk menemukan dua input dengan ringkasan yang sama, dan perubahan kecil pada input mengubah ringkasan sepenuhnya. Hashing bersifat satu arah — Anda tidak dapat mendapatkan kembali inputnya. Digunakan untuk penyimpanan pengecekan kata sandi, pengecekan integritas, dan tanda tangan digital.

    Hash kriptografis memetakan input hello menjadi satu ringkasan dan input hellp, dengan satu huruf berubah, menjadi ringkasan yang sangat berbeda; hashing tidak dapat dibalik
    Hash kriptografis memberikan ringkasan tetap; perubahan kecil pada input mengubahnya sepenuhnya, dan tidak dapat dibalik

    Kriptografi kuantum

    Kriptografi kuantum menggunakan fisika cahaya untuk mendistribusikan kunci: bit dari sebuah kunci dikirim sebagai foton yang keadaan kuantumnya mengkodekan nilai-nilai tersebut. "Jelaskan tujuannya": untuk mengirimkan kunci enkripsi secara aman, sedemikian rupa sehingga upaya apa pun untuk menyadapnya dapat terdeteksi, karena mengukur foton mengubah keadaannya; oleh karena itu, penyadap meninggalkan bukti, dan kunci yang rusak dibuang serta kunci baru dikirim. Manfaat: penyadapan selalu terdeteksi; kunci tidak dapat disalin tanpa diubah; aman terhadap kemajuan masa depan dalam kekuatan komputasi (kunci matematis akhirnya bisa ditembus, kunci kuantum tidak dapat dibaca tanpa gangguannya). Kekurangan: memerlukan peralatan khusus yang mahal; hanya bekerja dalam jarak terbatas pada serat optik khusus (atau garis pandang), bukan melintasi internet yang ada; mendistribusikan kunci saja, jadi enkripsi biasa masih melindungi pesan; dan merupakan teknologi baru dengan sedikit pemasok dan pengalaman yang minim.

    Explore · ⁨Jelajahi⁩

    Hashing and the avalanche effect · ⁨Hashing dan efek guncangan⁩

    A hash is one-way: easy to compute, practically impossible to reverse. A tiny change in the input flips a large, unpredictable part of the output — the avalanche effect that makes hashes good for passwords. · ⁨Hash bersifat satu arah: mudah dihitung, praktis mustahil dibalik. Perubahan kecil pada input membalikkan bagian output yang besar dan tidak terprediksi — efek guncangan yang membuat hash bagus untuk kata sandi.⁩

    Explore · ⁨Jelajahi⁩

    The Caesar cipher · ⁨Kriptografi Caesar⁩

    Shift each letter to encrypt the message. A simple cipher shows the idea of a key — and why a small key is easy to break. · ⁨Geser setiap huruf untuk mengenkripsi pesan. Cipher sederhana menunjukkan gagasan tentang kunci — dan mengapa kunci kecil mudah ditembus.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    encryption/enˈkrɪpʃn/ enkripsi
    plaintext/ˈpleɪntekst/ teks biasa
    ciphertext/ˈsaɪfətekst/ teks terenkripsi
    decryption/dɪˈkrɪpʃn/ dekripsi
    quantum cryptography/ˈkwɒntəm krɪpˈtɒɡrəfi/ kriptografi kuantum
    eavesdropper/ˈiːvzdrɒpə/ penderdengar diam-diam
    symmetric encryption/sɪˈmetrɪk enˈkrɪpʃn/ enkripsi simetris
    key distribution/kiː ˌdɪstrɪˈbjuːʃn/ distribusi kunci
    asymmetric encryption/ˌeɪsɪˈmetrɪk enˈkrɪpʃn/ enkripsi asimetris
    integrity/ɪnˈteɡrɪti/ integritas
    public key/ˈpʌblɪk kiː/ kunci publik
    private key/ˈpraɪvət kiː/ kunci pribadi
    17.1

    SSL / TLS

    English

    TLS 传输层安全 (Transport Layer Security, the successor to the Secure Socket Layer, SSL) is a protocol that gives encryption and authentication for data sent over a network. It encrypts the data in transit, authenticates the server with a certificate, and provides integrity (detecting tampering).

    Outline of a TLS handshake:

    1. the client connects and proposes cipher options.
    2. the server picks one and sends its digital certificate (with its public key) — issuing and validating these certificates is digital certification.
    3. the client checks the certificate.
    4. the two ends exchange a fresh session key using asymmetric crypto.
    5. all later traffic uses fast symmetric encryption with the session key.

    The result is an encrypted, authenticated, integrity-checked tunnel for higher-level protocols (HTTP, SMTP). It is appropriate wherever sensitive information is sent: HTTPS web browsing, online banking and payments, secure email, and VPNs.

    "Describe the purpose of SSL/TLS" and "state two functions." The purpose is to provide secure communication between a client and a server over a network. Its functions: it encrypts the data sent, so that it cannot be read if intercepted; it authenticates 认证 the server (and optionally the client) by means of a digital certificate, so the client knows it is talking to the genuine site; and it checks the integrity of the data, so that changes in transit are detected. Two examples of where it is appropriate: online banking and online shopping (card payments); also logins, private email, file transfer, VoIP and instant messaging: any transaction in which private data crosses the internet.

    The two protocols that make up TLS. The handshake 握手 protocol sets up the session: it agrees the encryption algorithms (cipher suite), authenticates the server with its certificate, and exchanges the session key. The record protocol then carries the data: it encrypts each message with the session key, adds an integrity check, and passes it to the transport layer.

    "Explain how SSL/TLS is used when client–server communication is initiated" (six marks). (1) The client (browser) sends a request to the server for a secure connection, saying which encryption methods it supports. (2) The server sends back its digital certificate, which contains its public key. (3) The client checks the certificate is valid (issued by a trusted Certificate Authority, not expired, for the right domain). (4) The client generates a session key, encrypts it with the server's public key and sends it. (5) The server decrypts the session key with its private key. (6) Both sides now hold the session key and all further data is sent using symmetric encryption with it. Give the steps in this order; the marks are for the certificate, the public key, the session key and the switch to symmetric encryption.

    Bahasa Indonesia

    TLS (Transport Layer Security, penerus dari Secure Socket Layer, SSL) adalah protokol yang menyediakan enkripsi dan autentikasi untuk data yang dikirim melalui jaringan. Ia mengenkripsi data saat transit, mengautentikasi server dengan sertifikat, dan menyediakan integritas (mendeteksi manipulasi).

    Ringkasan proses salaman TLS:

    1. klien terhubung dan mengusulkan opsi cipher.
    2. server memilih salah satunya dan mengirim sertifikat digital-nya (dengan kunci publiknya) — penerbitan dan validasi sertifikat ini adalah penyertation digital.
    3. klien memeriksa sertifikat tersebut.
    4. kedua ujung menukar kunci sesi segar menggunakan kriptografi asimetris.
    5. semua lalu lintas selanjutnya menggunakan enkripsi simetris yang cepat dengan kunci sesi.

    Hasilnya adalah terowongan yang dienkripsi, terautentikasi, dan dicek integritasnya untuk protokol tingkat lebih tinggi (HTTP, SMTP). Ini sesuai di mana pun informasi sensitif dikirim: penjelajahan web HTTPS, perbankan online dan pembayaran, email aman, dan VPN.

    "Jelaskan tujuan SSL/TLS" dan "sebutkan dua fungsi." Tujuannya adalah menyediakan komunikasi aman antara klien dan server melalui jaringan. Fungsinya: ia mengenkripsi data yang dikirim, sehingga tidak dapat dibaca jika disadap; ia mengautentikasi server (dan opsional klien) melalui sertifikat digital, sehingga klien tahu bahwa ia sedang berbicara dengan situs yang asli; dan ia memeriksa integritas data, sehingga perubahan selama transit terdeteksi. Dua contoh tempat hal ini sesuai: perbankan online dan belanja online (pembayaran kartu); juga login, email pribadi, transfer file, VoIP dan pesan instan: setiap transaksi di mana data pribadi melintasi internet.

    Dua protokol yang membentuk TLS. Protokol salaman menetapkan sesi: ia menyepakati algoritma enkripsi (set cipher), mengautentikasi server dengan sertifikatnya, dan menukar kunci sesi. Kemudian protokol rekaman membawa data: ia mengenkripsi setiap pesan dengan kunci sesi, menambahkan pengecekan integritas, dan melemparkannya ke lapisan transport.

    Diagram sekuensial antara klien dan server: klien meminta koneksi aman, server membalas dengan sertifikat digital dan kunci publiknya, klien memeriksa sertifikat, membuat kunci sesi dan mengirimkannya dienkripsi dengan kunci publik server, server mendekripsinya dengan kunci privatnya, dan kedua sisi kemudian berkomunikasi dengan enkripsi simetris
    Bagaimana sesi aman dimulai: sertifikat membuktikan siapa server itu, kunci publik server melindungi kunci sesi saat perjalanan, dan kunci sesi melindungi segalanya setelah itu

    "Jelaskan bagaimana SSL/TLS digunakan ketika komunikasi klien–server diinisiasi" (enam poin). (1) Klien (browser) mengirim permintaan ke server untuk koneksi aman, menyatakan metode enkripsi apa yang didukungnya. (2) Server mengirim balik sertifikat digital-nya, yang berisi kunci publik-nya. (3) Klien memeriksa sertifikat apakah valid (diterbitkan oleh Otoritas Sertifikat tepercaya, tidak kadaluarsa, untuk domain yang benar). (4) Klien menghasilkan kunci sesi, mengenkripsinya dengan kunci publik server, dan mengirimkannya. (5) Server mendekripsi kunci sesi dengan kunci privat-nya. (6) Kedua sisi kini memiliki kunci sesi dan semua data selanjutnya dikirim menggunakan enkripsi simetris dengannya. Berikan langkah-langkah dalam urutan ini; poin diberikan untuk sertifikat, kunci publik, kunci sesi, dan beralih ke enkripsi simetris.

    Explore · ⁨Jelajahi⁩

    The TLS handshake · ⁨Handshake TLS⁩

    Step through what happens before a padlock appears. The slow public-key crypto is used only to agree a shared key; the actual page then travels under fast symmetric encryption. · ⁨Ikuti alur kejadian sebelum gembok muncul. Kriptografi publik yang lambat hanya digunakan untuk menyepakati kunci bersama; halaman sebenarnya kemudian ditransmisikan di bawah enkripsi simetris yang cepat.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    TLS/ˌtiː el ˈes/ TLS
    authentication/ɔːˌθentɪˈkeɪʃn/ otentikasi
    authenticates/ɔːˈθentɪkeɪts/ mengautentikasi
    handshake/ˈhændʃeɪk/ jabat tangan
    17.1

    Digital certificates · ⁨Sertifikat digital⁩

    English

    A digital certificate 数字证书 binds an identity (a domain, an organisation) to a public key, and is signed by a trusted Certificate Authority 证书颁发机构 (CA). It contains the subject (who it identifies), the subject's public key, the issuer (the CA), a validity period, and the CA's signature over all of it.

    To verify one, the client (which holds a list of trusted root CAs):

    1. checks the expiry dates.
    2. checks the subject name matches the URL.
    3. checks it is signed by a trusted CA, using the CA's public key to verify the signature.
    4. follows the certificate chain up to a trusted root.

    If anything fails, the browser shows the "Your connection is not private" warning. When it verifies cleanly, the client knows the identity was vetted by a trusted CA, the public key really belongs to that identity, and the certificate is current.

    "Describe what is meant by a digital certificate" (two marks). An electronic document, issued by a Certificate Authority, that verifies the identity of its owner (a person, organisation or website) and contains the owner's public key. Items found in one: the serial number; the name of the owner (subject) and, for a website, its domain; the owner's public key; the name of the issuing CA; the validity period (dates); the signature algorithm used; and the CA's digital signature of the whole certificate.

    "Explain how an organisation acquires a digital certificate" (four marks). (1) The organisation generates its own key pair, a public key and a private key. (2) It sends a request containing its public key and its identity details to a Certificate Authority. (3) The CA verifies the identity (checks that the applicant really is the organisation or owns the domain). (4) The CA creates the certificate containing the public key and the identity, signs it with the CA's own private key, and returns it. (5) The organisation installs the certificate on its server so that it can be sent to clients. The private key never leaves the organisation.

    "Explain why a digital certificate is required to validate a digital signature." To check a signature the receiver needs the sender's public key, and needs to be sure that the key really belongs to the claimed sender; the certificate supplies the public key together with the identity, and because the certificate is signed by a trusted CA the receiver can trust that binding. Without it an impostor could publish a public key in someone else's name and sign messages as them. The same reasoning answers "what should be included with a program downloaded from the internet to prove it is genuine": a digital signature, checked against the publisher's certificate.

    Bahasa Indonesia

    Sertifikat digital mengikat identitas (domain, organisasi) ke kunci publik, dan ditandatangani oleh Otoritas Sertifikat (CA) yang terpercaya. Sertifikat ini berisi subjek (siapa yang diidentifikasi), kunci publik subjek, penerbit (CA), periode berlaku, dan tanda tangan CA atas semuanya.

    Seorang pengguna mengirim permintaan dengan identitas dan kunci publiknya ke Otoritas Sertifikat, yang memverifikasi identitas dan menerbitkan sertifikat digital bertanda tangan yang berisi kunci publik, identifikasi CA, ID pengguna, tanda tangan digital, dan informasi lainnya
    Otoritas Sertifikat menerbitkan sertifikat digital yang mengikat sebuah identitas dengan sebuah kunci publik

    Untuk memverifikasinya, klien (yang memegang daftar CA akar terpercaya):

    1. memeriksa tanggal kedaluwarsa.
    2. memeriksa apakah nama subjek sesuai dengan URL.
    3. memeriksa bahwa sertifikat tersebut ditandatangani oleh CA yang dipercaya, menggunakan kunci publik CA untuk memverifikasi tanda tangan.
    4. mengikuti rantai sertifikat hingga ke CA akar yang terpercaya.

    Jika ada hal yang gagal diverifikasi, browser menampilkan peringatan "Koneksi Anda tidak pribadi". Ketika verifikasi berhasil, klien mengetahui bahwa identitas telah disaring oleh CA terpercaya, kunci publik benar-benar milik identitas tersebut, dan sertifikat masih berlaku.

    "Jelaskan makna dari sebuah sertifikat digital" (dua nilai). Dokumen elektronik, diterbitkan oleh Otoritas Sertifikat, yang memverifikasi identitas pemiliknya (seseorang, organisasi, atau situs web) dan berisi kunci publik pemiliknya. Item yang ditemukan di dalamnya: nomor seri; nama pemilik (subjek) dan, untuk situs web, domainnya; kunci publik pemilik; nama CA penerbit; masa berlaku (tanggal); algoritma tanda tangan yang digunakan; dan tanda tangan digital CA atas seluruh sertifikat.

    "Jelaskan bagaimana sebuah organisasi memperoleh sertifikat digital" (empat nilai). (1) Organisasi membuat pasang kuncinya sendiri, yaitu kunci publik dan kunci privat. (2) Ia mengirimkan permintaan yang berisi kunci publik dan detail identitasnya kepada Otoritas Sertifikat. (3) CA memverifikasi identitas (memastikan bahwa pelamar benar-benar merupakan organisasi atau memiliki domain tersebut). (4) CA membuat sertifikat yang berisi kunci publik dan identitas, menandatanganinya dengan kunci privat CA sendiri, dan mengembalikannya. (5) Organisasi menginstal sertifikat pada servernya agar dapat dikirimkan ke klien. Kunci privat tidak pernah meninggalkan organisasi.

    "Jelaskan mengapa sertifikat digital diperlukan untuk memvalidasi tanda tangan digital." Untuk memeriksa tanda tangan, penerima membutuhkan kunci publik pengirim, dan harus yakin bahwa kunci itu benar-benar milik pengirim yang diklaim; sertifikat menyediakan kunci publik bersama dengan identitas, dan karena sertifikat tersebut ditandatangani oleh CA terpercaya, penerima dapat mempercayai ikatan tersebut. Tanpa hal ini, peniru dapat mempublikasikan kunci publik atas nama orang lain dan menandatangani pesan seolah-olah mereka. Penalaran yang sama menjawab "apa yang harus disertakan dengan program yang diunduh dari internet untuk membuktikan keasliannya": sebuah tanda tangan digital, yang diperiksa terhadap sertifikat penerbit.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    digital certificate/ˈdɪdʒɪtl səˈtɪfɪkət/ sertifikat digital
    Certificate Authority/səˈtɪfɪkət əˈθɒrɪti/ Otoritas Sertifikat
    17.1

    Digital signatures · ⁨Tanda tangan digital⁩

    English

    A digital signature 数字签名 proves who signed a message and that it was not changed. To sign:

    1. compute a cryptographic hash of the message.
    2. encrypt the hash with the sender's private key — that is the signature.
    3. send the message and the signature.

    To verify: compute the hash of the received message; decrypt the signature with the sender's public key to get the sender's hash; compare. If they match, the message was signed by the holder of the private key (authentication 身份验证) and was not changed (integrity). A signature does not hide the message — for confidentiality as well, encrypt and sign.

    "Explain the role of a digital certificate in creating a digital signature" (three marks). The sender's certificate was issued by a CA and contains the sender's public key together with the sender's identity; the sender produces the signature by hashing the message and encrypting the hash with their private key, the partner of the key in the certificate; the receiver uses the public key from the certificate to decrypt the hash and, because the certificate binds that key to the sender, the signature proves who signed.

    "Explain how a digital signature is used to verify a message" (four marks). (1) The receiver decrypts the signature with the sender's public key (taken from the sender's certificate), which yields the hash that the sender computed. (2) The receiver hashes the received message with the same hash algorithm. (3) The two hashes are compared. (4) If they match, the message came from the holder of the private key (authentic) and has not been altered since it was signed (integrity); if they differ, the message is rejected. A banker receiving confidential data with a signature does exactly this before trusting it; the data itself may separately be encrypted with the banker's public key for confidentiality.

    Putting it together

    A secure request to https://www.bank.com: the server sends its certificate; the client verifies it against trusted CAs; the client uses the server's public key to exchange a session key; then data flows encrypted with that key. Encryption stops eavesdroppers, the certificate proves the server's identity, and integrity checks stop a man-in-the-middle 中间人攻击 altering the data.

    Worked example. Alice sends Bob a contract. She wants Bob to be certain it came from her and was not altered, and she wants nobody else to be able to read it. Which keys does she use, and in which direction? These are two different jobs needing two different key pairs. For the signature (authentication and integrity): Alice hashes the contract and encrypts that hash with her own private key; Bob decrypts it with Alice's public key and compares it against his own hash of the message. Only Alice holds her private key, so only she could have produced it. For confidentiality: Alice encrypts the contract itself with Bob's public key, so only Bob's private key can open it. One rule keeps all four straight: you sign with your own private key and encrypt with the recipient's public key. A signature on its own does not hide the message.

    Bahasa Indonesia

    Sebuah tanda tangan digital membuktikan siapa yang menandatangani pesan dan bahwa pesan tersebut tidak diubah. Untuk menandatangani:

    1. hitung hash kripto dari pesan.
    2. enkripsi hash dengan kunci privat pengirim — itulah tanda tangannya.
    3. kirim pesan dan tanda tangannya.

    Untuk memverifikasi: hitung hash dari pesan yang diterima; dekripsi tanda tangan dengan kunci publik pengirim untuk mendapatkan hash pengirim; bandingkan. Jika cocok, pesan ditandatangani oleh pemegang kunci privat (otentikasi) dan tidak diubah (integritas). Tanda tangan tidak mengaburkan pesan — untuk kerahasiaan juga, enkripsi dan tandatangani.

    Pengirim melakukan hashing pesan menjadi digest dan mengenkripsinya dengan kunci pribadinya untuk membentuk tanda tangan; penerima melakukan re-hashing pesan dan mendekripsi tanda tangan dengan kunci publik pengirim, lalu membandingkan kedua digest tersebut *Menandatangani melakukan hashing pesan dan mengenkripsi digest dengan kunci privat; penerima memeriksanya dengan kunci publik

    "Jelaskan peran sertifikat digital dalam pembuatan tanda tangan digital" (tiga nilai). Sertifikat pengirim diterbitkan oleh CA dan berisi kunci publik pengirim bersama dengan identitas pengirim; pengirim menghasilkan tanda tangan dengan cara melakukan hashing pesan dan mengenkripsi hash dengan kunci pribadinya, pasangan dari kunci dalam sertifikat; penerima menggunakan kunci publik dari sertifikat untuk mendekripsi hash, dan karena sertifikat mengikat kunci tersebut dengan pengirim, tanda tangan membuktikan siapa yang menandatangani.

    "Jelaskan bagaimana tanda tangan digital digunakan untuk memverifikasi pesan" (empat nilai). (1) Penerima mendekripsi tanda tangan dengan kunci publik pengirim (diambil dari sertifikat pengirim), yang menghasilkan hash yang dihitung oleh pengirim. (2) Penerima melakukan hashing pesan yang diterima dengan algoritma hash yang sama. (3) Kedua hash dibandingkan. (4) Jika cocok, pesan berasal dari pemegang kunci privat (otentik) dan tidak berubah sejak ditandatangani (integritas); jika berbeda, pesan ditolak. Seorang bankir yang menerima data rahasia dengan tanda tangan melakukan hal persis seperti ini sebelum mempercayainya; data itu sendiri mungkin secara terpisah dienkripsi dengan kunci publik bankir untuk kerahasiaan.

    Menggabungkannya

    Permintaan aman ke https://www.bank.com: server mengirimkan sertifikatnya; klien memverifikasinya melawan CA terpercaya; klien menggunakan kunci publik server untuk menukar kunci sesi; kemudian data mengalir terenkripsi dengan kunci tersebut. Enkripsi menghentikan pendengaran diam-diam, sertifikat membuktikan identitas server, dan pemeriksaan integritas menghentikan seorang man-in-the-middle yang mengubah data.

    Contoh terpecahkan. Alice mengirimkan kontrak kepada Bob. Dia ingin Bob yakin bahwa kontrak itu berasal darinya dan tidak diubah, dan dia juga ingin orang lain tidak bisa membacanya. Kunci apa yang digunakan dan ke arah mana? Ini adalah dua tugas berbeda yang memerlukan dua pasangan kunci yang berbeda. Untuk tanda tangan (otentikasi dan integritas): Alice membuat hash dari kontrak tersebut dan mengenkripsi hash itu dengan kunci privatnya sendiri; Bob mendekripsinya dengan kunci publik Alice dan membandingkannya dengan hash miliknya sendiri atas pesan tersebut. Hanya Alice yang memegang kunci privatnya, jadi hanya dia yang dapat menghasilkannya. Untuk kerahasiaan: Alice mengenkripsi kontrak itu sendiri dengan kunci publik Bob, sehingga hanya kunci privat Bob yang dapat membukanya. Satu aturan menjaga keempat hal ini tetap jelas: Anda menandatangani dengan kunci privat Anda sendiri dan mengenkripsi dengan kunci publik penerima. Tanda tangan saja tidak menyembunyikan pesan.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    digital signature/ˈdɪdʒɪtl ˈsɪɡnɪtʃə/ tanda tangan digital
    hardware security key/ˈhɑːdweə sɪˈkjʊərɪti kiː/ kunci keamanan perangkat keras
    session key/ˈseʃn kiː/ kunci sesi
    cryptographic hash/ˌkrɪptəˈɡræfɪk hæʃ/ hash kriptografis
    digest/ˈdaɪdʒest/ digest
    man-in-the-middle/mæn ɪnðə ˈmɪdl/ manusia di tengah
    17.1

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    encryption converting plaintext into ciphertext using an algorithm and a key so that it cannot be understood if intercepted
    plaintext / ciphertext the original readable data / the encrypted, unreadable form of it
    symmetric key cryptography the same secret key is used to encrypt and to decrypt, so it must be shared securely by both parties
    asymmetric key cryptography a pair of related keys is used: the public key encrypts and only the matching private key decrypts
    public key a key made available to anyone, used to encrypt messages to its owner and to verify the owner's signatures
    private key a key known only to its owner, used to decrypt messages encrypted with the public key and to sign
    SSL/TLS protocols that provide secure (encrypted, authenticated, integrity-checked) communication between a client and a server
    digital certificate an electronic document issued by a Certificate Authority that verifies the owner's identity and contains their public key
    digital signature a hash of a message encrypted with the sender's private key, proving who sent it and that it is unaltered
    Certificate Authority a trusted organisation that verifies identities and issues and signs digital certificates
    quantum cryptography the use of quantum states of photons to distribute keys so that any interception is detected
    Bahasa Indonesia

    Soal definisi dinilai berdasarkan frasa tetap. Hafalkan ini persis, dan berikan hanya satu jawaban.

    Istilah Definisi
    enkripsi mengubah teks biasa menjadi teks kode menggunakan algoritma dan kunci sehingga tidak dapat dipahami jika disadap
    teks biasa / teks kode data asli yang dapat dibaca / bentuk terkripsi yang tidak terbaca
    kriptografi kunci simetris kunci rahasia yang sama digunakan untuk mengenkripsi dan mendekripsi, sehingga harus dibagikan secara aman oleh kedua belah pihak
    kriptografi kunci asimetris sepasang kunci yang saling terkait digunakan: kunci publik mengenkripsi dan hanya kunci privat yang sesuai yang mendekripsi
    kunci publik kunci yang disediakan untuk siapa pun, digunakan untuk mengenkripsi pesan kepada pemiliknya dan memverifikasi tanda tangannya
    kunci privat kunci yang hanya diketahui oleh pemiliknya, digunakan untuk mendekripsi pesan yang dienkripsi dengan kunci publik dan untuk menandatangani
    SSL/TLS protokol yang menyediakan komunikasi aman (terenkripsi, terotentikasi, terverifikasi integritasnya) antara klien dan server
    sertifikat digital dokumen elektronik yang diterbitkan oleh Otoritas Sertifikat yang memverifikasi identitas pemilik dan berisi kunci publiknya
    tanda tangan digital hash dari sebuah pesan yang dienkripsi dengan kunci privat pengirim, membuktikan siapa yang mengirimnya dan bahwa tidak ada perubahan
    Otoritas Sertifikat organisasi terpercaya yang memverifikasi identitas dan menerbitkan serta menandatangani sertifikat digital
    kriptografi kuantum penggunaan keadaan kuantum foton untuk mendistribusikan kunci sehingga setiap penyadapan dapat dideteksi
    17.1

    Exam tips · ⁨Tips ujian⁩

    English
    • Symmetric: one shared secret key, fast, key exchange is the weakness. Asymmetric: public key to encrypt, private key to decrypt, slow, no exchange problem. Two differences, two drawbacks, two reasons: the exam asks for them in pairs.
    • Confidentiality uses the receiver's keys (public to lock, private to unlock); a signature uses the sender's keys (private to sign, public to check). Say whose key every time.
    • The TLS start-up is six steps: request, certificate with public key, check, session key encrypted with the public key, decrypted with the private key, symmetric encryption from then on.
    • A certificate is identity plus public key, signed by a CA; acquisition is key pair, request, verification, signing, installation. It is needed to validate a signature because it proves whose public key it is.
    • A signature is a hash encrypted with the private key; verification is decrypt, re-hash, compare. Integrity and authenticity are the two things it proves.
    • Quantum cryptography distributes keys and detects eavesdropping; its limits are cost, distance and novelty.

    Common mistakes

    • Saying a message is encrypted with the sender's public key; the receiver's public key encrypts, the receiver's private key decrypts.
    • Describing a signature as "encrypting the message with the private key" instead of encrypting its hash.
    • Claiming a certificate contains the private key; it holds the public key and the identity, signed by the CA.
    • Listing "the server sends its private key" in the TLS handshake; only the public key travels, inside the certificate.
    • Giving "SSL/TLS makes the connection faster" as a function; its functions are encryption, authentication and integrity.
    • Confusing hashing with encryption: a hash cannot be reversed and has no key; encryption is reversible with the key.
    • Answering "why is a certificate needed for a signature" with "to encrypt it"; it is needed to trust the public key.
    Bahasa Indonesia
    • Simetris: satu kunci rahasia bersama, cepat, pertukaran kunci adalah kelemahannya. Asimetris: kunci publik untuk mengenkripsi, kunci privat untuk mendekripsi, lambat, tidak ada masalah pertukaran. Dua perbedaan, dua kekurangan, dua alasan: ujian meminta keduanya dalam pasangan.
    • Kerahasiaan menggunakan kunci penerima (publik untuk mengunci, privat untuk membuka); tanda tangan menggunakan kunci pengirim (privat untuk menandatangani, publik untuk memeriksa). Sebut milik siapa kuncinya setiap saat.
    • Inisialisasi TLS terdiri dari enam langkah: permintaan, sertifikat dengan kunci publik, pengecekan, kunci sesi yang dienkripsi dengan kunci publik, didekripsi dengan kunci privat, enkripsi simetris dari saat itu onward.
    • Sertifikat adalah identitas ditambah kunci publik, ditandatangani oleh CA; perolehan meliputi pasangan kunci, permintaan, verifikasi, penandatanganan, instalasi. Hal ini diperlukan untuk memvalidasi tanda tangan karena membuktikan milik siapa kunci publik tersebut.
    • Tanda tangan adalah hash yang dienkripsi dengan kunci privat; verifikasi meliputi dekripsi, pembuatan ulang hash, dan perbandingan. Integritas dan autentisitas adalah dua hal yang dibuktikannya.
    • Kriptografi kuantum mendistribusikan kunci dan mendeteksi penyadapan; keterbatasannya adalah biaya, jarak, dan sifat barunya.

    Kesalahan umum

    • Mengatakan bahwa pesan dienkripsi dengan kunci publik pengirim; kunci publik penerima mengenkripsi, kunci privat penerima mendekripsi.
    • Mendeskripsikan tanda tangan sebagai "mengenkripsi pesan dengan kunci privat" alih-alih mengenkripsi hash-nya.
    • Mengklaim bahwa sertifikat berisi kunci privat; sertifikat tersebut berisi kunci publik dan identitas, ditandatangani oleh CA.
    • Menyebutkan "server mengirimkan kunci pribadinya" dalam jabat tangan TLS; hanya kunci publik yang berpindah, berada di dalam sertifikat.
    • Memberikan "SSL/TLS membuat koneksi lebih cepat" sebagai fungsi; fungsinya adalah enkripsi, autentikasi, dan integritas.
    • Membingungkan hashing dengan enkripsi: hash tidak dapat dikembalikan dan tidak memiliki kunci; enkripsi dapat dikembalikan dengan kunci.
    • Menjawab "mengapa sertifikat diperlukan untuk tanda tangan" dengan "untuk mengenkripsinya"; sertifikat diperlukan untuk mempercayai kunci publik.
  • 18

    Artificial Intelligence (AI) · ⁨Kecerdasan Buatan (AI)⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    18.1

    What AI is

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of how graphs can be used to aid Artificial Intelligence (AI) Purpose and structure of a graph Use A algorithm* and Dijkstra’s algorithm to perform searches on a graph Candidates will not be required to write algorithms to set up, access, or perform searches on graphs
    Show understanding of how artificial neural networks have helped with machine learning
    Show understanding of Deep Learning, Machine Learning and Reinforcement Learning and the reasons for using these methods. Understand machine learning categories, including supervised learning, unsupervised learning
    Show understanding of back propagation of errors and regression methods in machine learning
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang bagaimana graf dapat digunakan untuk membantu Kecerdasan Buatan (AI) Tujuan dan struktur graf Gunakan algoritma A* dan algoritma Dijkstra untuk melakukan pencarian pada graf Kandidat tidak akan diminta menulis algoritma untuk mengatur, mengakses, atau melakukan pencarian pada graf
    Tunjukkan pemahaman tentang bagaimana jaringan saraf tiruan buatan telah membantu pembelajaran mesin
    Tunjukkan pemahaman tentang Deep Learning, Machine Learning dan Reinforcement Learning serta alasan penggunaan metode-metode ini. Pahami kategori machine learning, termasuk supervised learning, unsupervised learning
    Tunjukkan pemahaman tentang back propagation of errors dan regression methods dalam machine learning

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Artificial intelligence 人工智能 (AI) builds systems that do tasks normally needing human intelligence — recognising speech and images, translating, playing games, driving, generating text. Most modern AI uses machine learning 机器学习 — algorithms that learn patterns from data instead of being programmed step by step. Within it, deep learning 深度学习, using neural networks 神经网络 with many layers, has been dominant since the 2010s.

    A humanoid robot 人形机器人 puts many of these abilities into one body: it uses AI to see faces, understand speech and move its face and arms in a lifelike way.

    A grey humanoid robot with a lifelike face looking upward, its mechanical neck, chest and arms exposed, on a white background
    A humanoid robot uses AI to see, listen and respond like a person
    Three nested rounded boxes: Artificial Intelligence contains Machine Learning, which contains Deep Learning, each with a short note
    Deep learning is part of machine learning, which is part of AI
    Explore · ⁨Jelajahi⁩

    AI learning type lab · ⁨Lab jenis pembelajaran AI⁩

    Classify AI examples by the type of learning or concern involved. · ⁨Klasifikasikan contoh AI berdasarkan jenis pembelajaran atau perhatian yang terlibat.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    artificial intelligence/ˌɑːtɪˈfɪʃl ɪnˈtelɪdʒəns/ kecerdasan buatan
    machine learning/məˈʃiːn ˈlɜːnɪŋ/ pembelajaran mesin
    deep learning/diːp ˈlɜːnɪŋ/ pembelajaran mendalam
    neural networks/ˈnjuːrəl ˈnetwɜːks/ jaringan saraf tiruan
    humanoid robot/ˈhjuːmənɔɪd ˈrəʊbɒt/ robot humanoid
    18.1

    Graphs in AI

    Many AI problems sit on a graph 图 — nodes 节点 (states, places) joined by edges 边 (moves, relationships).

    • pathfinding: roads form a graph; the shortest route is a graph search (Dijkstra's algorithm, the A* algorithm).
    • game playing: each board position is a node, each move an edge; minimax 极小化极大 with alpha-beta pruning searches the game tree.
    • state-space search: a planning problem is moving between states by applying operators to reach a goal.
    • knowledge representation: a semantic network 语义网络 has concepts as nodes and relationships as edges ("dog IS-A animal"); a knowledge graph 知识图谱 stores facts about the world for search engines and assistants.
    A weighted graph of nodes A to G; the shortest path from A to G via B and E is highlighted in orange
    AI problems often sit on a graph; here the shortest path is highlighted

    Standard tools for navigating graphs include breadth-first search 广度优先搜索 and depth-first search 深度优先搜索.

    "Describe the purpose and structure of a graph in an AI system." Purpose: to represent a problem as a set of states (or places) and the possible moves between them, so that an algorithm can search it for a solution, such as the shortest or cheapest route, or the best next move. Structure: a set of nodes (vertices), each representing a state, location or item, joined by edges representing the connections between them; each edge may carry a weight (a cost, distance or time), and edges may be directed (one-way) or undirected. "Explain the use of graphs to aid AI": the graph is the model on which the AI's search algorithms run: A* and Dijkstra's algorithm find optimal paths through it (navigation, routing), game positions form a tree searched for the best move, and knowledge stored as a graph lets a system reason about how facts are related.

    A weighted graph of six nodes from H to G with distances on the edges and a heuristic estimate to the goal written in red at each node, used for the Dijkstra and A-star worked examples The graph used below: the edge numbers are real distances; the red numbers are each node's heuristic 启发式 estimate of how far the goal still is, which only A uses*

    Dijkstra's algorithm. It finds the shortest distance from the start to every node. Keep a table of the best distance found so far to each node (start 0, all others infinity). Repeatedly take the unvisited node with the smallest distance, mark it visited, and for each neighbour check whether going through this node gives a shorter distance; if so, update it and record where it came from. Stop when every node is visited (or the target is).

    Worked example. Find the shortest distances from H to every other node in the graph above.

    step visit H A B C D G
    start 0 ∞ ∞ ∞ ∞ ∞
    1 H (0) 0 4 (H) 3 (H) ∞ ∞ ∞
    2 B (3) 0 4 (H) 3 ∞ 9 (B) ∞
    3 A (4) 0 4 3 9 (A) 8 (A) ∞
    4 D (8) 0 4 3 9 (A) 8 10 (D)
    5 C (9) 0 4 3 9 8 10 (D)
    6 G (10)

    Shortest distances: A 4, B 3, D 8, C 9, G 10, and the path to G is H–A–D–G (read the "came from" labels backwards). At step 3, A offers D a distance of $4 + 4 = 8$, better than the 9 found through B, so D is updated; at step 5, C could reach G at $9 + 3 = 12$, worse than 10, so nothing changes. Showing these comparisons is the "working" the question asks for.

    The A* algorithm. Dijkstra explores in every direction. A* adds a heuristic $h$, an estimate of the distance still to go, and always expands the node with the smallest $f = g + h$, where $g$ is the distance travelled so far. With a sensible heuristic (never over-estimating), it finds the same shortest path while looking at far fewer nodes, which is why satnavs and games use it. The exam gives $h$ for each node and a table to fill in.

    Worked example. Find a path from H to G with A*, showing the working.

    node expanded $g$ so far $h$ $f = g + h$ neighbours added (node: $g$, $h$, $f$)
    H 0 7 7 A: 4, 5, 9; B: 3, 6, 9
    B (tie with A; either) 3 6 9 D via B: 9, 2, 11
    A 4 5 9 C: 9, 3, 12; D via A: 8, 2, 10 (better than 11, keep)
    D 8 2 10 G: 10, 0, 10; C via D: 9 (no better)
    G 10 0 10 goal reached

    Path H–A–D–G, length 10, the same as Dijkstra's, but C was never expanded. Each time a node is reached by a second route, keep the smaller $g$; the search ends when the goal is the node with the smallest $f$. State the $g$, $h$ and $f$ values in every row: those are the marks.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    graph/ɡræf/ grafik
    nodes/nəʊdz/ nod
    edges/ˈedʒɪz/ tepian
    minimax/ˈmɪnɪmæks/ minimax
    semantic network/səˈmæntɪk ˈnetwɜːk/ jaringan semantik
    knowledge graph/ˈnɒlɪdʒ ɡræf/ graf pengetahuan
    breadth-first search/bredθ fɜːst sɜːtʃ/ pencarian breadth-first
    depth-first search/depθ fɜːst sɜːtʃ/ pencarian depth-first
    heuristic/hjuːˈrɪstɪk/ heuristik
    18.1

    Artificial neural networks (ANNs)

    An ANN is inspired by the brain's neurons. An artificial neuron 人工神经元:

    • takes several input values, multiplies each by a weight 权重, and adds them up with a bias term 偏置项.
    • applies an activation function 激活函数 (a non-linear function such as ReLU) to the sum.
    • outputs the result, which feeds neurons further on.
    A single artificial neuron: three inputs each multiplied by a weight, summed with a bias, passed through an activation function, giving one output value
    A single neuron: each input times its weight, summed with a bias, then an activation function

    Neurons sit in layers: an input layer, one or more hidden layers 隐藏层 (where useful internal patterns are learned), and an output layer. With many hidden layers it is a deep neural network 深度神经网络, and training it is deep learning.

    Circles in four columns: an input layer of three nodes, two hidden layers of five nodes each, and one output node, all connected
    A neural network with an input layer, two hidden layers and an output layer

    ANNs let models learn complex patterns straight from raw data (pixels, audio, text) without hand-designed features — driving breakthroughs in image recognition 图像识别, speech recognition 语音识别, machine translation 机器翻译, and game playing. They do well with large amounts of data, noisy or very complex input, and patterns too hard to capture with explicit rules.

    "Explain what is meant by an artificial neural network." A model of the brain's network of neurons, made of layers of connected nodes: an input layer, one or more hidden layers and an output layer. Each connection has a weight; each node sums its weighted inputs and passes the result through an activation function to the next layer. "Explain how ANNs enable machine learning" (three marks): the network is trained on many examples; for each example the output is compared with the expected result and the error is used to adjust the weights (back propagation) so that the error falls; after enough examples the weights encode the patterns in the data, and the network can then classify or predict for new data it has never seen. "State the reason for multiple hidden layers": each additional layer combines the features found by the layer before it into more complex, more abstract features, so the network can learn more complex relationships (edges, then shapes, then objects); that is what makes a network deep.

    Explore · ⁨Jelajahi⁩

    Tap the parts of a neural network · ⁨Ketuk bagian-bagian dari jaringan saraf⁩

    Explore the layers. Data flows left to right: the input layer takes the features, the hidden layers learn patterns, and the output layer gives the answer — with every connection carrying a weight that training adjusts. · ⁨Jelajahi lapisan-lapisannya. Data mengalir dari kiri ke kanan: lapisan input menerima fitur, lapisan tersembunyi mempelajari pola, dan lapisan output memberikan jawaban — dengan setiap koneksi membawa bobot yang disesuaikan oleh pelatihan.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    weight/weɪt/ berat
    artificial neuron/ˌɑːtɪˈfɪʃl ˈnjuːrɒn/ neuron buatan
    bias term/ˈbaɪəs tɜːm/ istilah bias
    activation function/ˌæktɪˈveɪʃn ˈfʌŋkʃn/ fungsi aktivasi
    hidden layers/ˈhɪdn ˈleɪəz/ lapisan tersembunyi
    deep neural network/diːp ˈnjuːrəl ˈnetwɜːk/ jaringan saraf dalam
    image recognition/ˈɪmɪdʒ ˌrekəɡˈnɪʃn/ pengenalan gambar
    speech recognition/spiːtʃ ˌrekəɡˈnɪʃn/ pengenalan suara
    machine translation/məˈʃiːn trænˈsleɪʃn/ terjemahan mesin
    18.1

    Machine learning, deep learning, reinforcement learning

    Machine learning

    The umbrella term — any algorithm that learns from data. Three paradigms:

    • supervised learning 监督学习 — the data has labels 标签 (images tagged "cat"/"dog"); the algorithm learns input → label. Used for classification 分类 (a category) and regression.
    • unsupervised learning 无监督学习 — no labels; the algorithm finds structure, e.g. a cluster 聚类 of similar customers.
    • reinforcement learning (below).

    Use ML when explicit rules would be impractical (spam filters, recommendations, fraud detection).

    Two scatter plots: in supervised learning every training point is labelled cat or dog and the model learns a boundary between them; in unsupervised learning the points are unlabelled and the model finds two clusters by itself
    The same data seen two ways: with labels, the task is to learn what separates the classes; without labels, the task is to discover that there are groups at all

    "Describe supervised learning and unsupervised learning" (the marked wordings). Supervised learning: the algorithm is trained on labelled training data 训练数据, each example paired with the correct output (the target); it learns the relationship between inputs and outputs and uses it to classify or predict for new inputs; the answers are known while training, so the error can be measured. Unsupervised learning: the data is unlabelled, with no correct answers given; the algorithm looks for patterns, structure or groupings in the data by itself (clustering similar items, finding associations); the output is a set of categories or relationships that were not defined in advance. How they differ: labelled against unlabelled data; known outputs against discovered structure; supervised is used to predict (classification, regression), unsupervised to explore (clustering, anomaly detection). Both are categories of machine learning; the third is reinforcement learning.

    A pipeline: labelled training data trains a model, the trained model classifies new unlabelled data, and outputs how many of each type were found
    Supervised learning: a model is trained on labelled data, then recognises new data

    Deep learning

    A subset of ML using deep neural networks. Lower layers learn simple patterns (edges, phonemes), higher layers combine them into abstract concepts. It needs lots of data and lots of compute (GPUs); for small datasets, simpler ML methods often do better.

    "Explain what is meant by deep learning" (three marks). Machine learning that uses artificial neural networks with many hidden layers (deep networks); the network is trained on very large amounts of data, and each layer extracts features from the output of the layer below, so that the network learns the features it needs by itself rather than having them specified by the programmer. Reasons for using it: it can solve problems too complex for hand-written rules or shallow models (recognising faces, understanding speech, translating text); it improves as more data becomes available; it removes the need for human feature engineering; and it can handle unstructured data such as images, sound and text. How it is made more effective: more (and better-labelled) training data; more layers or nodes, within the limits of overfitting; more processing power (GPUs) and training time; tuning the learning rate and other parameters. Examples: speech recognition in voice assistants, image recognition in medical scans and self-driving cars, machine translation, recommendation systems.

    Reinforcement learning

    In reinforcement learning 强化学习, an agent 智能体 acts in an environment; each action changes the state and returns a reward 奖励. The agent learns a policy 策略 (a strategy) that maximises the total reward over time, by trial and error with no labels up front. Used for sequential-decision problems — games, robot control, autonomous driving.

    "Explain what is meant by reinforcement learning" (three marks). An agent learns by interacting with its environment: it takes an action, the environment moves to a new state and returns a reward (or penalty), and the agent adjusts its behaviour so as to maximise the total reward over time. There is no labelled data: the agent learns by trial and error, discovering which actions are good from the rewards it collects, and gradually forms a policy that says what to do in each state. Used where the right answer is not known in advance but the result of an action can be scored: game playing (chess, Go), robot control, traffic-light timing, resource allocation. A computer playing a board game against a user learns in this way, or searches the game tree with minimax to choose the move whose worst outcome is best.

    A loop between two boxes: the agent sends an action to the environment, which returns a new state and a reward back to the agent
    Reinforcement learning: the agent acts, the environment returns a new state and a reward, and the agent learns from it

    A self-driving car 自动驾驶汽车 is a real example. Lidar 激光雷达 and camera sensors (the spinning unit on the roof) build a live picture of the road, and a learned policy decides how to steer, speed up and brake safely.

    A white Waymo self-driving car on a city street, with a spinning lidar sensor unit on its roof and extra cameras at the front corners
    A self-driving car uses cameras and lidar sensors to see the road around it
    Several orange industrial robot arms welding a car body as it moves along a factory production line
    Industrial robot arms on a production line: reinforcement learning can teach a robot to control its movements
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    labels/ˈleɪblz/ label
    reinforcement learning/ˌriːɪnˈfɔːsmənt ˈlɜːnɪŋ/ pembelajaran penguatan
    supervised learning/ˈsuːpəvaɪzd ˈlɜːnɪŋ/ pembelajaran terawasi
    classification/ˌklæsɪfɪˈkeɪʃn/ klasifikasi
    unsupervised learning/ʌnˈsuːpəvaɪzd ˈlɜːnɪŋ/ pembelajaran tak terawasi
    cluster/ˈklʌstə/ klaster
    training data/ˈtreɪnɪŋ ˈdeɪtə/ data pelatihan
    self-driving car/self ˈdraɪvɪŋ kɑː/ mobil tanpa pengemudi
    agent/ˈeɪdʒənt/ agen
    reward/rɪˈwɔːd/ reward
    policy/ˈpɒlɪsi/ kebijakan
    lidar/ˈlaɪdɑː/ lidar
    18.1

    Training an ANN: backpropagation

    Training adjusts the weights so outputs match the targets. The standard method is backpropagation 反向传播 (back propagation of errors) with gradient descent 梯度下降. For each training example:

    1. forward pass — feed the input through to the output.
    2. compute the error with a loss function 损失函数 (a single number for how wrong the output is).
    3. backward pass — propagate the error backwards, finding each weight's gradient (how much it contributed to the error) using the chain rule.
    4. update the weights by a small step (set by the learning rate 学习率) that reduces the error.

    Repeat over many examples and many passes (epochs 训练轮次) until the error stops shrinking. The name "back" comes from step 3: the error flows from the output back towards the input, so every weight's gradient is found in one sweep. After training, a new input needs only one forward pass to get a prediction.

    "Describe the back propagation of errors method" (four marks). (1) An input is fed forward through the network and its output is compared with the expected (target) output; (2) the difference is the error; (3) the error is passed backwards through the network, layer by layer from the output to the input, and each weight's share of the error is calculated; (4) the weights are adjusted in proportion to their contribution, in the direction that reduces the error; (5) the process is repeated with many examples until the error is as small as required. The point of the method is that a network with hidden layers has no direct way of knowing which internal weight caused an output error; back propagation apportions the blame.

    A U-shaped curve of squared error against weight, with steps moving downhill towards the minimum error
    Training adjusts the weights to reach the minimum error
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    learning rate/ˈlɜːnɪŋ reɪt/ laju pembelajaran
    backpropagation/ˌbækprəpəˈɡeɪʃn/ backpropagation
    gradient descent/ˈɡreɪdɪənt dɪˈsent/ penurunan gradien
    loss function/lɒs ˈfʌŋkʃn/ fungsi kerugian
    epochs/ˈiːpɒks/ epoch
    18.1

    Regression

    Some tasks predict a number (a house price, tomorrow's temperature) — regression 回归, as opposed to classification (a category).

    Linear regression 线性回归 fits a straight line (or hyperplane):

    $$y = m_{1} x_{1} + m_{2} x_{2} + \ldots + m_{n} x_{n} + c.$$

    Choose the coefficients to minimise the sum of squared errors against the training data. Use it when the relationship looks roughly linear and you want an interpretable model. For curved data, use polynomial, decision-tree, or neural-network regression methods — same idea: define a model, define a loss, and adjust the parameters to minimise it. Regression and classification are both supervised; the choice depends on whether the answer is a number or a category.

    "Describe regression methods in machine learning" (two marks). Statistical methods that find the relationship between input variables and a continuous output, by fitting a function (a line or curve) to the training data with the smallest total error; the fitted function is then used to predict the output for new inputs. Linear regression fits a straight line; other methods fit curves. Regression predicts a value (a price, a temperature, a time); classification predicts a category, which is the distinction the exam asks for.

    A scatter of points with a straight best-fit line through them; dashed vertical lines show the error between each point and the line
    Linear regression fits the line that makes the total squared error (the dashed gaps) as small as possible
    Explore · ⁨Jelajahi⁩

    Fitting a regression line · ⁨Menyesuaikan garis regresi⁩

    Drag the controls. Linear regression draws the straight line that makes the squared distances to the data points as small as possible — then it predicts a number for any new input. · ⁨Seret kontrol. Regresi linear menggambar garis lurus yang membuat jarak kuadrat ke titik data seminimal mungkin — lalu memprediksi angka untuk setiap input baru.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    regression/rɪˈɡreʃn/ regresi
    linear regression/ˈlɪnɪə rɪˈɡreʃn/ regresi linear
    18.1

    How AI is used in a real scenario

    Many exam scenarios use the same pattern — a deep-learning model trained on labelled data, often several combined into a pipeline:

    • customer identification at an automated shop: the system is trained on labelled face images; a camera captures a face; image recognition extracts a representation; it is matched against registered customers; the closest match identifies the person.
    • reading text from images: image recognition finds text regions; optical character recognition 光学字符识别 extracts the characters; machine translation converts them; text-to-speech 文本转语音 reads them aloud.
    • checkout item-detection: object-detection AI, trained on labelled product images, sees which items go into a basket and charges the account.

    By the time a user interacts with the system, the model is fast — it only does forward-pass inference; the intelligence is in the patterns learned during training.

    Model answers for the scenario questions. A car-park camera reads registration numbers: the camera captures an image; an AI trained on many labelled images of number plates locates the plate in the image; character recognition (a deep-learning classifier, again trained on labelled characters) converts the plate into text; the text is stored with the time and matched when the car leaves. A CCTV system detects and tracks a person: image-recognition software trained on labelled images of people identifies a person in each frame; the system compares successive frames to follow their movement; unusual movement can trigger an alert. Speech turned into commands: speech recognition trained on many recorded voices converts the sound into text; the system matches the text to a set of known commands; it improves as it is corrected. A camera that focuses on faces: a face-detection model trained on labelled faces finds the face region, and the lens is adjusted to bring that region into focus. A bank's face-recognition login: the app captures the face, a deep network extracts its features, and they are compared with the stored features for that customer. In every case the pattern is: trained on labelled examples, extracts features, matches or classifies new input.

    Worked example. For each task, say whether it needs regression or classification, and what the output layer of an ANN would look like: (a) predict tomorrow's temperature; (b) decide whether an email is spam. Ask what kind of thing is being predicted. (a) A temperature is a number on a continuous scale, so this is regression, and the output layer is a single neuron holding that value. (b) Spam or not-spam is a category, so this is classification, and the output gives a probability per class. Both are supervised learning: each needs labelled examples to train on, and training adjusts the weights by backpropagation to reduce the error. The deciding question is simply number-or-category - not how difficult the task feels.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    optical character recognition/ˈɒptɪkl ˈkærɪktə ˌrekəɡˈnɪʃn/ pengenalan karakter optik
    text-to-speech/tekst tə spiːtʃ/ teks-ke-suara
    18.1

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    graph (in AI) a set of nodes representing states or places, joined by edges representing connections, often weighted, that a search algorithm can explore
    Dijkstra's algorithm finds the shortest distance from a start node to every other node by always visiting the unvisited node with the smallest distance so far
    A* algorithm a shortest-path search that expands the node with the smallest total of distance so far plus a heuristic estimate of the distance to the goal
    artificial neural network a model of the brain's neurons: layers of nodes joined by weighted connections, trained by adjusting the weights
    machine learning algorithms that learn from data and improve with experience rather than following fixed rules
    supervised learning learning from labelled training data in which the correct output for each input is known
    unsupervised learning learning from unlabelled data by finding patterns, groupings or structure in it
    reinforcement learning an agent learns by trial and error, choosing actions in an environment to maximise the rewards it receives
    deep learning machine learning using neural networks with many hidden layers, trained on large amounts of data, each layer extracting features from the one below
    back propagation of errors comparing the network's output with the target, passing the error back through the layers and adjusting each weight to reduce it
    regression fitting a function to training data in order to predict a continuous output value from inputs
    18.1

    Exam tips

    • Graph answers name nodes, edges and weights, and what they represent; then the algorithm. Dijkstra: table of distances, visit the smallest, update neighbours. A*: $g$, $h$ and $f = g + h$ in every row, expand the smallest $f$.
    • ANN answers name the layers, the weighted connections and training; deep learning adds many hidden layers, large data and automatic feature extraction, with a reason and an example.
    • The three categories in one line each: labelled data and known outputs; unlabelled data and discovered structure; agent, environment, actions and rewards.
    • Back propagation: compare with the target, error backwards through the layers, adjust weights to reduce it, repeat. Regression predicts a value; classification predicts a category.
    • Scenario questions want the pipeline: trained on labelled examples, extracts features, recognises or classifies new input; name the type of AI (image recognition, speech recognition, deep learning).

    Common mistakes

    • Describing a graph as "a chart"; in AI it is nodes and edges.
    • Running Dijkstra by picking the nearest neighbour of the current node rather than the smallest overall distance not yet visited; or forgetting to update a node when a shorter route appears.
    • Adding $h$ into $g$ for the next step in A*; $g$ is only the real distance, $h$ is recomputed from the table.
    • Saying deep learning is "learning a lot"; it is the many hidden layers.
    • Confusing unsupervised learning with reinforcement learning; the first finds structure in data, the second learns from rewards.
    • Describing back propagation without the comparison with the expected output or without saying the weights are adjusted.
    • Calling a prediction of a price "classification"; a continuous value is regression.
  • 19

    Computational thinking and Problem-solving · ⁨Berpikir komputasional dan pemecahan masalah⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    19.1

    Searching algorithms

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of linear search and binary search methods Write an algorithm to implement a linear search Write an algorithm to implement a binary search The conditions necessary for the use of a binary search How the performance of a binary search varies according to the number of data items
    Show understanding of insertion sort and bubble sort methods Write an algorithm to implement an insertion sort Write an algorithm to implement a bubble sort Performance of a sorting routine may depend on the initial order of the data and the number of data items
    Show understanding of and use Abstract Data Types (ADT) Write algorithms to find an item in each of the following: linked list, binary tree Write algorithms to insert an item into each of the following: stack, queue, linked list, binary tree Write algorithms to delete an item from each of the following: stack, queue, linked list Show understanding that a graph is an example of an ADT. Describe the key features of a graph and justify its use for a given situation. Candidates will not be required to write code for a graph structure
    Show how it is possible for ADTs to be implemented from another ADT Describe the following ADTs and demonstrate how they can be implemented from appropriate built-in types or other ADTs: stack, queue, linked list, dictionary, binary tree
    Show understanding that different algorithms which perform the same task can be compared by using criteria (e.g. time taken to complete the task and memory used) Including use of Big O notation to specify time and space complexity
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang metode linear search dan binary search Tulis algoritma untuk mengimplementasikan linear search Tulis algoritma untuk mengimplementasikan binary search Kondisi yang diperlukan untuk penggunaan binary search Bagaimana kinerja binary search bervariasi sesuai dengan jumlah item data
    Tunjukkan pemahaman tentang dan gunakan metode insertion sort dan bubble sort Tulis algoritma untuk mengimplementasikan insertion sort Tulis algoritma untuk mengimplementasikan bubble sort Kinerja routine pengurutan mungkin bergantung pada urutan awal data dan jumlah item data
    Tunjukkan pemahaman tentang dan gunakan Abstract Data Types (ADT) Tulis algoritma untuk menemukan item di setiap berikut: linked list, binary tree Tulis algoritma untuk menyisipkan item ke dalam setiap berikut: stack, queue, linked list, binary tree Tulis algoritma untuk menghapus item dari setiap berikut: stack, queue, linked list Tunjukkan pemahaman bahwa graph adalah contoh dari ADT. Jelaskan fitur kunci dari graph dan justifikasi penggunaannya untuk situasi tertentu. Kandidat tidak akan diminta untuk menulis kode untuk struktur graph
    Tunjukkan bagaimana ADTs dapat diimplementasikan dari ADT lain Jelaskan ADTs berikut dan tunjukkan bagaimana mereka dapat diimplementasikan dari tipe bawaan atau ADTs yang sesuai: stack, queue, linked list, dictionary, binary tree
    Tunjukkan pemahaman bahwa algoritma berbeda yang melakukan tugas yang sama dapat dibandingkan menggunakan kriteria (misalnya waktu yang dibutuhkan untuk menyelesaikan tugas dan memori yang digunakan) Termasuk penggunaan Big O notation untuk menentukan kompleksitas waktu dan ruang

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Big O: how algorithms scale
    Insertion sort: slide each card into place
    Bubble sort, pass by pass
    Binary search: halve and conquer

    A search finds a target value in a collection (often an array 数组) and returns its position, or "not found".

    An open telephone directory
    Searching a sorted list, like a phone book, is far faster than checking every entry one by one

    Linear search

    A linear search 线性查找 walks from start to end, comparing each element with the target:

    FOR i ← 1 TO n
        IF A[i] = target THEN
            RETURN i
        ENDIF
    NEXT i
    RETURN -1   // not found
    

    No preparation is needed, so it works on any list. Worst case O($n$) (target at the end or absent); best case 1 comparison. Use it on unsorted data or small lists. (The returned -1 is a sentinel value — an impossible position that means "not found"; the caller tests IF result = -1.)

    The exam's version. Paper 3 asks you to complete a linear search written with a flag and a WHILE loop, and Paper 4 to write a function that returns the index or a count. Both look like this:

    FUNCTION LinearSearch(Data : ARRAY OF INTEGER, Target : INTEGER) RETURNS INTEGER
        DECLARE Index, Count : INTEGER
        Count ← 0
        FOR Index ← 1 TO 100
            IF Data[Index] = Target THEN
                Count ← Count + 1
            ENDIF
        NEXT Index
        RETURN Count          // how many times Target occurs; 0 means not found
    ENDFUNCTION
    

    To stop at the first match instead, use a WHILE Index <= 100 AND NOT Found loop that sets Found ← TRUE and remembers the index. The marks are for the loop over every element, the comparison, and what is returned when the value is absent.

    A row of alphabet cells A to Z; cells A to V are shaded as checked and W is highlighted as the match, with a pointer below W
    Linear search checks every letter in turn — 23 comparisons to find W

    Binary search

    A binary search 二分查找 needs the data sorted. Look at the middle element; if it is the target, done; if the target is smaller, search the left half, else the right half — halving the range each time:

    low ← 1
    high ← n
    WHILE low <= high DO
        mid ← (low + high) DIV 2
        IF A[mid] = target THEN
            RETURN mid
        ENDIF
        IF A[mid] < target THEN
            low ← mid + 1
        ELSE
            high ← mid - 1
        ENDIF
    ENDWHILE
    RETURN -1
    

    Worst case O($\log_{2} n$) — for a million items, about 20 comparisons. Much faster than linear search on large sorted arrays, but you must sort first (a one-off O($n \log n$) cost), worth it if you search many times.

    "State the condition necessary for a binary search." The data must be in order (sorted, ascending or descending, on the key being searched). "Describe how to perform a binary search" (three marks): (1) find the middle item of the list (or of the current range) and compare it with the target; (2) if it matches, the search ends; if the target is smaller, repeat on the lower half, if larger, on the upper half; (3) keep halving the range until the item is found or the range is empty, which means it is not present.

    The exam's version, with the bounds and a flag, is the one to reproduce when asked to complete the algorithm:

    DECLARE Lower, Upper, Mid : INTEGER
    DECLARE Found : BOOLEAN
    Lower ← 0
    Upper ← 99
    Found ← FALSE
    WHILE Lower <= Upper AND NOT Found
        Mid ← (Lower + Upper) DIV 2
        IF Names[Mid] = Target THEN
            Found ← TRUE
        ELSE
            IF Names[Mid] < Target THEN
                Lower ← Mid + 1
            ELSE
                Upper ← Mid - 1
            ENDIF
        ENDIF
    ENDWHILE
    IF Found THEN
        OUTPUT Mid
    ELSE
        OUTPUT "Not found"
    ENDIF
    

    "Explain how the performance varies with the number of items." Each comparison halves the number of items left, so the maximum number of comparisons is about $\log_{2} n$: doubling the size of the list adds only one more comparison. This is O($\log n$). "Compare linear and binary search": a linear search needs up to $n$ comparisons (O($n$)) and, on average, half that, but works on unsorted data; a binary search needs at most $\log_{2} n$ (O($\log n$)) and is far faster for large lists, but the data must first be sorted and it must allow direct access to the middle item (an array, not a linked list). For $1000$ items: $1000$ against $10$ comparisons.

    Three rows showing binary search on the sorted alphabet; the active low-to-high range halves each step as the middle letter M, then T, then W is compared with W
    Binary search halves the range each step (low / mid / high) — just 3 comparisons to find W
    A library card catalogue: a wall of small wooden drawers, one pulled open to show the cards filed in order
    A card catalogue: sorted records are what make a binary search possible — halve, look, halve again
    Explore · ⁨Jelajahi⁩

    Linear vs binary search · ⁨Pencarian linear vs pencarian biner⁩

    Search for a value. Binary search halves the list each step (only on sorted data); linear search checks one by one. · ⁨Cari nilai. Pencarian biner membagi dua daftar setiap langkah (hanya pada data terurut); pencarian linear memeriksa satu per satu.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    binary search/ˈbaɪnəri sɜːtʃ/ pencarian biner
    array/əˈreɪ/ array
    linear search/ˈlɪnɪə sɜːtʃ/ pencarian linear
    19.1

    Sorting algorithms

    Bubble sort

    A bubble sort 冒泡排序 repeatedly walks the array, swapping adjacent pairs that are out of order, so the largest "bubbles" to the end each pass:

    FOR pass ← 1 TO n - 1
        swapped ← FALSE
        FOR i ← 1 TO n - pass
            IF A[i] > A[i + 1] THEN
                temp ← A[i]
                A[i] ← A[i + 1]
                A[i + 1] ← temp
                swapped ← TRUE
            ENDIF
        NEXT i
        IF swapped = FALSE THEN      // already sorted
            EXIT FOR
        ENDIF
    NEXT pass
    

    Best case O($n$) (already sorted, with the early exit); average/worst O($n^{2}$). Simple but slow for large $n$.

    Insertion sort

    An insertion sort 插入排序 builds a sorted prefix from the left, inserting each new element into place by shifting larger ones right:

    FOR i ← 2 TO n
        key ← A[i]
        j ← i - 1
        WHILE j >= 1 AND A[j] > key DO
            A[j + 1] ← A[j]
            j ← j - 1
        ENDWHILE
        A[j + 1] ← key
    NEXT i
    

    Best case O($n$) (already sorted); worst O($n^{2}$). Good for small or nearly-sorted arrays. It sorts in place 原地 and is stable 稳定 (keeps the order of equal elements).

    Tracing a sort

    A common task is to show the array after each outer pass. For [D, T, H, R] with insertion sort: pass 1 (key T) no change; pass 2 (key H) → [D, H, T, R]; pass 3 (key R) → [D, H, R, T].

    Writing a sort from scratch. "Write pseudocode to sort DataArray[1:1000] into ascending order" is answered by a complete bubble sort with the early-exit flag, or an insertion sort, declared and indented; either scores full marks if it works for every input:

    DECLARE Pass, Index, Temp : INTEGER
    DECLARE Swapped : BOOLEAN
    Pass ← 1
    REPEAT
        Swapped ← FALSE
        FOR Index ← 1 TO 1000 - Pass
            IF DataArray[Index] > DataArray[Index + 1] THEN
                Temp ← DataArray[Index]
                DataArray[Index] ← DataArray[Index + 1]
                DataArray[Index + 1] ← Temp
                Swapped ← TRUE
            ENDIF
        NEXT Index
        Pass ← Pass + 1
    UNTIL Swapped = FALSE OR Pass = 1000
    

    For descending order change > to <; to sort records or a 2D array by one field, compare that field but swap the whole record (or every column). Asked to write an insertion sort "that performs the same task" as a given bubble sort, keep the same array name and direction and reproduce the insertion sort above with the comparison reversed if the order is descending.

    "Describe two ways the performance of a sort is affected by the data" (two marks). (1) The number of items: an $O(n^{2})$ sort takes four times as long for twice as many items. (2) How far the data is already in order: a bubble sort with a flag, or an insertion sort, finishes in one pass over already-sorted data ($O(n)$) and does the most work on data in reverse order; the number of swaps depends on how many pairs are out of order. (Also accepted: the range or number of duplicate values, and whether the items are large records that are expensive to move.) Bubble and insertion sort are both O($n^{2}$) in the worst and average cases and O($n$) at best; quicksort and merge sort are O($n \log n$), which is why they are used for large data.

    Rows tracing an insertion sort of D, T, H, R across three passes; the sorted prefix is shaded and arrows show each larger element shifting right to let the key drop in
    An insertion sort of [D, T, H, R], shifting each key into its place pass by pass
    Explore · ⁨Jelajahi⁩

    Watch a sort run · ⁨Lihat proses pengurutan berjalan⁩

    Step through a sort and watch the bars settle into order — how a sorting algorithm works pass by pass. · ⁨Lakukan langkah-langkah pengurutan dan saksikan bilah-bilahnya tersusun ke dalam urutan — bagaimana algoritma pengurutan bekerja langkah demi langkah.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    insertion sort/ɪnˈsɜːʃn sɔːt/ insertion sort
    bubble sort/ˈbʌbl sɔːt/ bubble sort
    in place/ɪn pleɪs/ in place
    stable/ˈsteɪbl/ stabil
    19.1

    ADTs in algorithms

    The Abstract Data Types (ADTs) from Topic 10 appear inside many algorithms: a stack 栈 drives depth-first traversal and undo; a queue 队列 drives breadth-first traversal and print ordering; a linked list 链表 lets data grow and shrink.

    ADTs can be built from other ADTs, not just from arrays: a queue from two stacks; a stack from a linked list (push = prepend a head node 节点); a queue from a linked list with head and tail pointers 指针; a binary tree 二叉树 from nodes with two child pointers; a dictionary 字典 stores key→value pairs (often on a hash table). Layering this way separates concerns — the algorithm using the ADT need not know how it is built.

    The ADTs the exam asks you to describe and implement

    Stack (last in, first out): items are added (pushed) and removed (popped) at the same end, the top; a pointer TopOfStack holds the index of the top item. Implemented with an array and that one pointer: push checks the stack is not full, increments the pointer and stores the item; pop checks it is not empty, returns the top item and decrements the pointer.

    FUNCTION Push(Item : INTEGER) RETURNS BOOLEAN
        IF TopOfStack = 9 THEN      // full (array 0 to 9)
            RETURN FALSE
        ENDIF
        TopOfStack ← TopOfStack + 1
        StackData[TopOfStack] ← Item
        RETURN TRUE
    ENDFUNCTION
    FUNCTION Pop() RETURNS INTEGER
        IF TopOfStack = -1 THEN      // empty
            RETURN -1
        ENDIF
        TopOfStack ← TopOfStack - 1
        RETURN StackData[TopOfStack + 1]
    ENDFUNCTION
    

    Queue (first in, first out): items join at the rear (enqueue) and leave from the front (dequeue); two pointers and a count. In a linear queue the front pointer creeps along the array until the space at the start is wasted; a circular queue 循环队列 wraps both pointers round with MOD, so every cell is reused.

    A circular queue of six array cells holding three items in cells 3 to 5, with the front pointer at 3 and the rear at 5, and a dashed arrow showing that the next item wraps round into cell 0
    A circular queue: the rear and front pointers step forward with MOD, so the array's first cells are reused once their items have left
    FUNCTION Enqueue(Item : STRING) RETURNS BOOLEAN
        IF Count = 6 THEN      // full
            RETURN FALSE
        ENDIF
        Rear ← (Rear + 1) MOD 6
        QueueArray[Rear] ← Item
        Count ← Count + 1
        RETURN TRUE
    ENDFUNCTION
    FUNCTION Dequeue() RETURNS STRING
        IF Count = 0 THEN      // empty
            RETURN ""
        ENDIF
        DECLARE Item : STRING
        Item ← QueueArray[Front]
        Front ← (Front + 1) MOD 6
        Count ← Count - 1
        RETURN Item
    ENDFUNCTION
    

    Linked list: a sequence of nodes, each holding a data item and a pointer to the next node; a start pointer gives the first node and a null pointer (0 or $-1$) ends the list. In an array implementation two parallel arrays hold the data and the pointers, and unused cells are chained into a free list 空闲列表 so that an insertion knows where to put the new node.

    Two parallel arrays Data and Pointer implementing a linked list of the names Ann, Ben and Dan: the start pointer is 1, the pointers chain 1 to 3 to 2 to 0, and the unused cells 4, 5 and 6 form the free list
    A linked list in two arrays: the order of the list is in the pointers, not in the positions; inserting a name means taking a cell from the free list and re-linking two pointers
    FUNCTION FindInList(Target : STRING) RETURNS INTEGER   // index, or 0 if absent
        DECLARE Current : INTEGER
        Current ← Start
        WHILE Current <> 0
            IF Data[Current] = Target THEN
                RETURN Current
            ENDIF
            Current ← Pointer[Current]
        ENDWHILE
        RETURN 0
    ENDFUNCTION
    

    To insert into an ordered list: take the first free cell (NewNode ← FreeList, FreeList ← Pointer[FreeList]), store the item, then walk the list with a Previous and Current pointer until Data[Current] > Item or the end; set Pointer[NewNode] ← Current and Pointer[Previous] ← NewNode (or Start ← NewNode if it goes first). To delete, re-link the previous node past the deleted one and return the cell to the free list.

    Binary tree: a root node, each node holding data, a left pointer to a subtree of smaller values and a right pointer to a subtree of larger values. Implemented as a 2D array (or three 1D arrays) Tree[Index, 0..2] for left pointer, data, right pointer, with a root pointer and a next-free pointer.

    FUNCTION FindInTree(Target : INTEGER) RETURNS INTEGER   // index, or -1
        DECLARE Current : INTEGER
        Current ← Root
        WHILE Current <> -1
            IF Tree[Current, 1] = Target THEN
                RETURN Current
            ENDIF
            IF Target < Tree[Current, 1] THEN
                Current ← Tree[Current, 0]      // go left
            ELSE
                Current ← Tree[Current, 2]      // go right
            ENDIF
        ENDWHILE
        RETURN -1
    ENDFUNCTION
    

    To insert: store the item in the next free node with both pointers $-1$; if the tree is empty make it the root; otherwise walk down from the root, going left or right by comparison, until the pointer you would follow is $-1$, and set that pointer to the new node. An ADT from another ADT: a stack is a linked list where push and pop both work at the start; a queue is a linked list with a start and an end pointer; a queue can be made from two stacks (push onto one, pop from the other, moving everything across when the second is empty); a binary tree's nodes are records or objects linked by pointers, so it is built from a linked structure of nodes. Say which operations of the new ADT map onto which operations of the old one.

    A binary tree with root 27, a left subtree of 19, 16, 21 and 17, and a right subtree of 36, 42, 89 and 55, with the root, the left and right pointers, and a leaf node labelled
    A binary tree: each node has up to two child nodes
    A binary search tree with root 4 (left subtree 2 over 1 and 3, right subtree 6 over 5 and 7); pre-order visits 4 2 1 3 6 5 7, in-order 1 2 3 4 5 6 7 (sorted), post-order 1 3 2 5 7 6 4
    Three depth-first traversals of a binary tree: pre-order, in-order (sorted order) and post-order
    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    linked list/lɪŋkt lɪst/ daftar linked
    stack/stæk/ tumpukan
    queue/kjuː/ antrean
    node/nəʊd/ simpul
    pointers/ˈpɔɪntəz/ pointer
    binary tree/ˈbaɪnəri triː/ pohon biner
    dictionary/ˈdɪkʃənəri/ kamus
    circular queue/ˈsɜːkjʊlə kjuː/ antrean melingkar
    free list/friː lɪst/ daftar bebas
    19.1

    Comparing algorithms

    Time complexity

    Time complexity 时间复杂度 is how the running time grows with input size $n$, written in Big-O notation 大O表示法 (the dominant term): O(1) constant, O($\log n$) binary search, O($n$) linear search, O($n \log n$) good sorts, O($n^{2}$) bubble/insertion sort. A smaller order is better at scale, even if another algorithm is faster for small $n$.

    To make that concrete: to sort a million items, an $O(n \log n)$ sort finishes in a fraction of a second, while an $O(n^{2})$ sort can take minutes.

    Worked example. A sorted list holds $1000$ items. How many comparisons does each search need in the worst case?

    A linear search checks items one at a time, so it may need up to $1000$ comparisons — this is $O(n)$. A binary search halves the list each step, so it needs at most $\lceil \log_2 1000 \rceil = 10$ comparisons — this is $O(\log n)$. Doubling the list to $2000$ items adds only one comparison to the binary search, but up to another $1000$ to the linear search — which is why the order of growth, not raw speed, decides the winner at scale.

    Describing an order. O(1): the time is constant, independent of the number of items (pushing onto a stack, reading an array element). O($\log n$): the time grows with the logarithm of the number of items, so doubling the data adds only a fixed extra step (binary search). O($n$): the time grows in proportion to the number of items (linear search, one pass through a list). O($n \log n$): a little worse than linear (efficient sorts). O($n^{2}$): the time grows with the square of the number of items, so doubling the data quadruples the time (bubble and insertion sort). "State the Big O of a binary search of Names[0:99]" is answered $O(\log n)$, and "describe its meaning" as above; Big O measures how the time or memory scales, not the actual time.

    A graph of running time against input size n for the common orders: O(1) and O(log n) stay almost flat, O(n) rises gently, O(n log n) more steeply, and O(n squared) climbs away fastest
    How the common orders of growth compare: a smaller order wins at scale
    A line graph of running time against the number of elements n: bubble sort and insertion sort rise steeply as O(n squared), while quick sort stays low as O(n log n)
    How sorting time grows with the number of elements $n$: $O(n^2)$ sorts climb away from an $O(n\log n)$ sort

    Space complexity

    Space complexity 空间复杂度 is the extra memory needed. Bubble and insertion sort use O(1) extra (in place); merge sort uses O($n$); recursion uses stack memory proportional to its depth. There is often a time–memory trade-off.

    Other criteria

    Simplicity (easier to code and maintain), stability, and adaptiveness (faster on nearly-sorted data). The right algorithm depends on the data and the constraints.

    Explore · ⁨Jelajahi⁩

    How running time grows with n · ⁨Bagaimana waktu eksekusi bertambah seiring n⁩

    Slide n upward and compare the curves: O(1) and O(log n) stay almost flat, O(n) rises steadily, O(n²) explodes. This is why Big-O — not a stopwatch — is how we compare algorithms on large inputs. · ⁨Geser n ke atas dan bandingkan kurvanya: O(1) dan O(log n) tetap hampir datar, O(n) naik secara stabil, O(n²) meledak. Inilah mengapa Big-O — bukan stopwatch — digunakan untuk membandingkan algoritma pada input besar.⁩

    Explore · ⁨Jelajahi⁩

    Big-O growth · ⁨Pertumbuhan Big-O⁩

    Change the input size n and compare how fast each algorithm's work grows — the idea behind time complexity. · ⁨Ubah ukuran input n dan bandingkan seberapa cepat kerja setiap algoritma tumbuh — gagasan di balik kompleksitas waktu.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    time complexity/taɪm kəmˈpleksɪti/ kompleksitas waktu
    Big-O notation/bɪɡ əʊ nəʊˈteɪʃn/ Notasi Big-O
    space complexity/speɪs kəmˈpleksɪti/ kompleksitas ruang
    19.2

    Recursion

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Show understanding of recursion Essential features of recursion How recursion is expressed in a programming language Write and trace recursive algorithms When the use of recursion is beneficial
    Show awareness of what a compiler has to do to translate recursive programming code Use of stacks and unwinding
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tunjukkan pemahaman tentang recursion Fitur esensial dari recursion Bagaimana recursion dinyatakan dalam bahasa pemrograman Tulis dan telusuri recursive algorithms Kapan penggunaan recursion bermanfaat
    Tunjukkan kesadaran tentang apa yang harus dilakukan compiler untuk menerjemahkan kode pemrograman recursive Penggunaan stacks dan unwinding

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    Recursion: the call stack winds up and unwinds

    Recursive algorithms use recursion 递归: the routine calls itself with a smaller version of the same problem, until a base case 基本情形 ends the chain. It has two parts: the base case (small enough to solve directly — without it the recursion never stops) and the recursive case 递归情形 (reduce the input and call itself).

    Factorial 阶乘:

    FUNCTION Factorial(n : INTEGER) RETURNS INTEGER
        IF n = 0 OR n = 1 THEN
            RETURN 1
        ELSE
            RETURN n * Factorial(n - 1)
        ENDIF
    ENDFUNCTION
    

    Recursion is natural for self-similar problems: trees, divide-and-conquer 分治 (binary search, merge sort), and nested data. When it is a poor fit, a loop is usually cleaner.

    "Describe what is meant by recursion" (two marks). A function or procedure that is defined in terms of itself: it calls itself from within its own body, with a smaller version of the problem each time, until a base case is reached. "State three essential features of recursion": (1) a base case (stopping condition) that returns a value without a further call; (2) a general case 一般情形 in which the routine calls itself; (3) each call moves the problem closer to the base case (the parameter is reduced), so that the recursion terminates. Some schemes add: values are returned as the calls unwind.

    "Describe when the use of recursion is beneficial, and give an example." When the problem is naturally defined in terms of smaller versions of itself, so that the recursive solution is shorter, clearer and closer to the mathematical definition than a loop would be: a factorial or Fibonacci number, a binary search, traversing a binary tree, merge sort or quicksort, and processing nested structures such as folders within folders. It is a poor choice when the depth is large (the stack may overflow) or when the same sub-problem is computed many times (naive Fibonacci).

    Tracing a recursive call

    For Factorial(4): the calls go down to Factorial(1)=1, then unwinding multiplies back up: 2*1=2, 3*2=6, 4*6=24. Final result 24. Track each pending call on a stack.

    Worked example. The function below is given without an explanation. Trace Unknown(3, 5) and state its output and return value.

    FUNCTION Unknown(BYVAL X, BYVAL Y : INTEGER) RETURNS INTEGER
        IF X < Y THEN
            OUTPUT X + Y
            RETURN Unknown(X + 1, Y - 1) + 1
        ELSE
            RETURN 0
        ENDIF
    ENDFUNCTION
    

    Call 1: $X = 3, Y = 5$: $3 < 5$, output 8, call Unknown(4, 4). Call 2: $4 < 4$ is false, return 0. Unwinding: call 1 returns $0 + 1 = 1$. Output 8, return value 1. Write the trace as a table with a row per call (parameters, condition, output, what it returns), and do the returns from the deepest call upwards: that is the unwinding the mark scheme looks for.

    Worked example (Fibonacci). Fib(n) returns n when n < 2, otherwise Fib(n - 1) + Fib(n - 2). Find Fib(5).

    Fib(5) = Fib(4) + Fib(3); Fib(4) = Fib(3) + Fib(2); Fib(3) = Fib(2) + Fib(1); Fib(2) = Fib(1) + Fib(0) = 1 + 0 = 1. So Fib(3) = 1 + 1 = 2, Fib(4) = 2 + 1 = 3, Fib(5) = 3 + 2 = 5. The base case is reached many times (Fib(2) is computed three times), which is why this version is slow: it makes 15 calls for $n = 5$ and roughly doubles the calls for every increase in $n$.

    Converting recursion to iteration. Every recursive routine can be rewritten with a loop, which uses less memory and is faster: keep a running result and loop from the base case upwards. Factorial as a loop:

    FUNCTION Factorial(N : INTEGER) RETURNS INTEGER
        DECLARE Result, Count : INTEGER
        Result ← 1
        FOR Count ← 2 TO N
            Result ← Result * Count
        NEXT Count
        RETURN Result
    ENDFUNCTION
    

    Asked to change a recursive insertion sort or search into an iterative one, replace the self-call with a loop over the index that the recursion was stepping through, and turn the base case into the loop's exit condition.

    The call stack for Factorial(4): each call pushes a frame down to the base case Factorial(1)=1, then the stack unwinds, returning 2 = 2 times 1, 6 = 3 times 2 and 24 = 4 times 6
    Recursion uses the call stack: calls push frames down to the base case, then returns unwind back up

    Risks

    • infinite recursion if the base case is missed — crashes with a stack overflow 栈溢出.
    • high memory use for deep recursion.
    • slow if it repeats work (naive Fibonacci is exponential — use a loop or memoisation 记忆化).
    Explore · ⁨Jelajahi⁩

    Recursion unwinds from the leaves up · ⁨Recursion terbuka dari daun ke atas⁩

    Step through fib(4) in the order the calls actually finish: the leaves (base cases) resolve first, then each parent combines its children. Notice fib(2) is computed twice — that repeated work is why naive recursion is slow. · ⁨Langkah melalui fib(4) sesuai urutan pemanggilan selesai: daun (kasus dasar) diselesaikan dulu, lalu setiap induk menggabungkan anak-anaknya. Perhatikan bahwa fib(2) dihitung dua kali — pekerjaan berulang inilah yang membuat rekursi naif lambat.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    recursion/rɪˈkɜːʃn/ rekursi
    base case/beɪs keɪs/ kasus dasar
    recursive case/rɪˈkɜːsɪv keɪs/ kasus rekursif
    factorial/fækˈtɔːrɪəl/ faktorial
    divide-and-conquer/dɪˈvaɪd ænd ˈkɒŋkə/ bagi dan taklukkan
    general case/ˈdʒenərəl keɪs/ kasus umum
    stack overflow/stæk ˌəʊvəˈfləʊ/ stack overflow
    memoisation/ˌmeməʊaɪˈzeɪʃn/ memoization
    19.2

    What the compiler does for recursive code

    Recursion needs each call to have its own copy of its parameters 参数 and local variables 局部变量. The compiler keeps these on the call stack 调用栈. For each call it pushes a stack frame 栈帧 holding the parameters, the local variables, and the return address 返回地址 (where to resume in the caller). When the function returns, the return value is handed back, the frame is popped, and control resumes at the return address.

    Because each call has its own frame, recursive calls don't trample each other's variables. The stack can grow large for deep recursion, which is why very deep recursion may overflow it. This is the same call-and-return mechanism used for ordinary (non-recursive) calls — there is no special "recursion mechanism".

    "Explain why a stack is suitable for implementing recursion" (three marks). Each recursive call must save its return address, its parameters and its local variables, and the calls are completed in the reverse order to that in which they were made (the last call made is the first to finish), which is exactly the last in, first out behaviour of a stack: each new call pushes a frame, and each return pops the most recent frame, restoring the caller's state and telling it where to continue. This is the compiler's job when it translates recursive code: it generates the push of a stack frame on every call and the pop on every return, and the frames are unwound as the results come back.

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    call stack/kɔːl stæk/ call stack
    parameters/pəˈræmɪtəz/ parameter
    local variables/ˈləʊkl ˈveərɪəblz/ variabel lokal
    stack frame/stæk freɪm/ frame tumpukan pemanggilan
    return address/rɪˈtɜːn əˈdres/ alamat kembalinya
    19.2

    Definitions the examiner accepts

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    linear search checking each item in turn from the start until the target is found or the end is reached
    binary search repeatedly comparing the target with the middle item of a sorted list and discarding the half that cannot contain it
    bubble sort repeatedly passing through the list, swapping adjacent items that are in the wrong order, until a pass makes no swaps
    insertion sort taking each item in turn and inserting it into its correct place among the items already sorted
    abstract data type a collection of data and the operations that can be performed on it, defined independently of how it is stored
    stack a last-in-first-out structure with push and pop at the top
    queue a first-in-first-out structure with items added at the rear and removed from the front
    linked list a sequence of nodes, each holding data and a pointer to the next node, with a start pointer
    binary tree nodes each holding data and pointers to a left subtree of smaller values and a right subtree of larger values
    Big O notation a way of classifying the time (or memory) an algorithm needs by how it grows with the size of the input
    recursion a routine that calls itself with a smaller version of the problem until a base case stops the calls
    base case the condition under which a recursive routine returns without calling itself
    unwinding the returns of a chain of recursive calls, from the deepest call back to the first, as the stack frames are popped
    19.2

    Exam tips

    • Searches: linear needs no order and O($n$); binary needs a sorted array, halves each time and is O($\log n$). Know both algorithms by heart, including the bounds and the flag.
    • Sorts: bubble with a swapped flag, insertion with a key that shifts larger items right; both O($n^{2}$) worst, O($n$) on sorted data. Performance depends on the number of items and how ordered they are.
    • ADT implementations are pointer bookkeeping: a top pointer; front, rear and count with MOD; start, pointers and a free list; root with left and right pointers. Always check for full and empty.
    • Big O is about scaling: constant, logarithmic, linear, square. Say "doubling the data adds one comparison" for a binary search.
    • Recursion: base case, general case, progress towards the base case; beneficial when the problem is defined in terms of itself; a stack holds the return addresses and variables because calls return in reverse order. Trace with a table and unwind from the deepest call.

    Common mistakes

    • Using a binary search on unsorted data, or on a linked list; and setting Lower ← Mid instead of Mid + 1, which loops for ever.
    • A bubble sort inner loop that runs to the end of the array every pass, or a swap without a temporary variable.
    • A push or enqueue that does not test for full, or a pop or dequeue that does not test for empty.
    • Moving the queue's front pointer without MOD in a circular queue, or treating front = rear as always meaning empty.
    • Inserting into a linked list by shifting the array contents; only the pointers change.
    • A recursive function with no base case, or one whose recursive call does not make the problem smaller.
    • Tracing a recursive call but forgetting to add the pending work on the way back up.
    • Answering "why a stack" with "because it is fast"; the reason is the last-in-first-out order of the returns.
  • 20

    Further Programming · ⁨Pemrograman Lanjutan⁩

    Watch lesson · ⁨Tonton pelajaran⁩
    20.1

    Programming paradigms · ⁨Paradigma pemrograman⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Understanding what is meant by a programming paradigm
    Show understanding of the characteristics of a number of programming paradigms:
    • Low-level Low-level Programming: • understanding of and ability to write low-level code that uses various addressing modes: immediate, direct, indirect, indexed and relative
    • Imperative (Procedural) Imperative (Procedural) programming: • Assumed knowledge and understanding of Structural Programming (see details in AS content section 11.3) • understanding of and ability to write imperative (procedural) programming code that uses variables, constructs, procedures and functions. See details in AS content
    • Object Oriented Object-Oriented Programming (OOP): • understanding of the terminology associated with OOP (including objects, properties/attributes, methods, classes, inheritance, polymorphism, containment (aggregation), encapsulation, getters, setters, instances) • understanding of how to solve a problem by designing appropriate classes • understanding of and ability to write code that demonstrates the use of OOP
    • Declarative Declarative programming: • understanding of and ability to solve a problem by writing appropriate facts and rules based on supplied information • understanding of and ability to write code that can satisfy a goal using facts and rules
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Memahami apa yang dimaksud dengan programming paradigm
    Tunjukkan pemahaman tentang karakteristik beberapa programming paradigms:
    • Low-level Low-level Programming: • pemahaman dan kemampuan untuk menulis kode low-level yang menggunakan berbagai addressing modes: immediate, direct, indirect, indexed dan relative
    • Imperatif (Prosedural) Pemrograman Imperatif (Prosedural): • Pengetahuan dan pemahaman tentang Pemrograman Terstruktur (lihat detail di bagian konten AS 11.3) • pemahaman dan kemampuan menulis kode pemrograman imperatif (prosedural) yang menggunakan variabel, konstruk, prosedur, dan fungsi. Lihat detail di konten AS
    • Berorientasi Objek Pemrograman Berorientasi Objek (OOP): • pemahaman terhadap terminologi yang terkait dengan OOP (termasuk objek, sifat/atribut, metode, kelas, pewarisan, polimorfisme, kontainment (agregasi), enkapsulasi, getter, setter, instansi) • pemahaman tentang cara memecahkan masalah dengan merancang kelas yang sesuai • pemahaman dan kemampuan menulis kode yang menunjukkan penggunaan OOP
    • Deklaratif Pemrograman Deklaratif: • pemahaman dan kemampuan memecahkan masalah dengan menulis fakta dan aturan yang sesuai berdasarkan informasi yang diberikan • pemahaman dan kemampuan menulis kode yang dapat memenuhi tujuan menggunakan fakta dan aturan

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    A programming paradigm 编程范式 is a style of programming — a way of structuring programs, with its own ideas and language features. Four programming paradigms are in this syllabus.

    "Describe what is meant by an imperative (procedural) language" (two marks). A language in which the program is a sequence of instructions that are executed in order and that change the program's state; the programmer says how the task is done, using procedures, sequence, selection and iteration. "Describe what is meant by a declarative language": the program states facts and rules (what is known and what is wanted) and the language's inference engine works out how to find the answer; the programmer does not give the sequence of steps.

    Identify the paradigm from a code sample (a regular Paper 3 question): LDD 200, ADD #5, STO 201 is low-level (mnemonics, registers, memory addresses); FOR Count ← 1 TO 10 … NEXT Count with procedures and assignments is imperative; CLASS Dog … PRIVATE Name : STRING … PUBLIC PROCEDURE NEW(…) is object-oriented; type(lion, wild). and dangerous(X) IF type(X, wild) is declarative (logic). In the matching question: low-level pairs with "mnemonics that correspond directly to machine instructions", imperative with "a sequence of statements that change the state", OOP with "objects that combine attributes and methods", declarative with "facts and rules, with no order of execution given".

    Low-level programming

    Programming close to the hardware in machine code 机器码 or assembly language 汇编语言, where each instruction maps to what the CPU runs. It gives direct access to registers 寄存器 and memory addresses 内存地址, using different addressing modes 寻址方式 (immediate, direct, indirect, indexed and relative). It is very fast and compact, but architecture-specific, tedious, and hard to maintain. This is low-level 低级 programming, used for device drivers, firmware and bootloaders.

    The five addressing modes. The syllabus asks for low-level code that uses each addressing mode (the instruction set is in Topic 4). The operand of a load instruction can be read five ways, and the exam gives you the memory contents and asks what the accumulator holds:

    • immediate (LDM #105): the operand is the value; ACC becomes 105.
    • direct (LDD 105): the operand is the address of the value; ACC becomes the contents of 105, here 27.
    • indirect (LDI 105): the operand is the address of an address; ACC becomes the contents of 27, here 91. Used for pointers and for data whose position is decided at run time.
    • indexed (LDX 105): the address is the operand plus the index register IX; with IX = 2, ACC becomes the contents of 107. Used to step through an array by incrementing IX.
    • relative (JMR +65): the target is an offset from the address of the current instruction, which makes the code relocatable.

    Worked example. Memory: 105 holds 27, 106 holds 64, 200 holds 0. Write code to add the contents of 105 and 106, store the result in 200 and output it. LDD 105 (ACC = 27), ADD 106 (ACC = 91), STO 200, OUT. To double the value in 105 instead: LDD 105, ADD 105, STO 105. State the register contents after each line when asked to trace.

    Imperative (procedural) programming

    In imperative programming 命令式编程 the programmer writes a sequence of commands that change the program's state — assignments, conditionals, loops, function calls. Variables 变量 hold state; statements change it; code is organised into procedures and functions (also called structured or structural programming). This is the style of Topics 9 and 11 (Python, C). Strong when the algorithm has clear sequential steps.

    Object-oriented programming (OOP)

    In object-oriented programming 面向对象编程 programs are built from objects 对象 — units combining data (attributes 属性) and operations (methods 方法). Objects are instances 实例 of classes 类. The four pillars:

    • encapsulation 封装 — an object's data is hidden behind its methods; outside code uses the public methods only, not the data directly. This protects the object and lets its internals change without breaking callers. For example, a BankAccount hides its balance; you change it only through deposit() and withdraw(), which can enforce a rule like "never go below zero".
    • inheritance 继承 — a subclass 子类 specialises a superclass 父类, inheriting its attributes and methods and adding or overriding 重写 them. Models "is-a" ("a Manager is an Employee").
    • polymorphism 多态 — different objects respond to the same method call differently; the caller need not know the exact type. Every Shape has Area(), and a Circle and a Rectangle each implement it their own way.
    • abstraction 抽象 — show a simple interface and hide the implementation.

    Other terms:

    • a constructor 构造函数 is a special method run when an object is created, to set up its attributes.
    • getters and setters read and write an object's attributes (its properties) through methods.
    • aggregation 聚合 and containment 包含 build an object from other objects (a "has-a" relationship).

    OOP is used for large systems, GUIs, simulations and games.

    OOP as the examiner marks it

    Definitions. Class: a template (blueprint) that defines the attributes and methods of the objects of that type. Object: an instance of a class, created from it, with its own values for the attributes ("an occurrence of an object" is the exam's phrase for an instance). Attribute (property): a data item belonging to a class. Method: a procedure or function belonging to a class that acts on its attributes. Encapsulation: combining the attributes and methods in one class and restricting external access to the data: the attributes are private and can only be read or changed through public methods. Inheritance: a subclass acquires the attributes and methods of its parent (super) class and can add its own or override them. Polymorphism: methods with the same name that behave differently in different classes; typically a subclass redefines a method of its parent, and the right version runs for each object. Containment: a class has an object of another class as an attribute (a car has an engine). "Identify the feature that restricts external access to the data" is encapsulation; "the term for an occurrence of an object" is instance.

    "Outline the structure of a class" (three marks): attributes (properties) that hold the object's data, usually declared private; methods (procedures and functions) that act on those attributes, usually public; and a constructor, a method that runs when an object is created to initialise the attributes. "Give three benefits of OOP": code is reused through inheritance; data is protected by encapsulation, so it can only be changed by the class's own methods; a large program is split into classes that are written and tested independently, so it is easier to maintain and extend; classes model real-world entities, so the design is easier to understand; polymorphism lets the same call work for different objects.

    The class in pseudocode, as Paper 3 sets it:

    An object is created with MyCar ← NEW Car("AB12 CDE", 2020) and used with MyCar.AddMileage(150) and OUTPUT MyCar.GetMileage(). A subclass reuses the parent's constructor through SUPER:

    The same class in Python, as Paper 4 expects it: attributes are made private with a double underscore, the constructor is __init__, and a subclass names its parent in brackets and calls super().__init__(…):

    In Java the same ideas are private/public fields, a constructor with the class's name, extends and super(…); in VB.NET Private/Public, Sub New, Inherits and MyBase.New. A polymorphic method is written in the parent and overridden in the child with the same name; a call through a parent-type variable runs the child's version.

    Data structures as objects. Paper 4 builds a stack, linked list or binary tree from a Node class whose attributes are the data and one or two references to other nodes; a Tree (or LinkedList) class holds the root (or start) and the methods.

    A find method walks the same path and returns TRUE when Current.Data = Target, FALSE when it reaches NULL; an in-order output method is recursive: output the left subtree, the node, then the right subtree. For a linked list the node has one reference, Next, and the list class holds Start; for a stack built from a list, push and pop both work at Start.

    Worked example. A game has characters. Each has a name, health (starting at 100) and a position given by X and Y. Write a class Character with a constructor and a method Move(DX, DY); then a subclass Wizard that adds Mana (starting at 50) and a method CastSpell() that takes 10 mana and returns TRUE if there was enough.

    The marks are for private attributes, a constructor that sets every attribute, the inheritance line, the call to the parent's constructor, and a method that uses and changes the object's own data. When the question asks for a class diagram, draw a box in three parts (name; attributes with - for private; methods with + for public) and join a subclass to its parent with an arrow pointing at the parent.

    Declarative programming

    In declarative programming 声明式编程 you say what to compute, not how — the runtime works out the steps. Two kinds:

    • functional programming 函数式编程 — built from pure functions 纯函数 (no side effects 副作用; same input always gives the same output) composed together. Examples: Haskell, Lisp.
    • logic programming 逻辑编程 — state facts and rules; the engine answers a goal (query) by inference. Example: Prolog.

    A familiar declarative example is SQL 结构化查询语言: SELECT * FROM Customer WHERE Country = 'UK' says what you want, not how to walk the records.

    Facts, rules and goals are what the exam tests in the declarative paradigm. Given these facts 事实 (statements that are true) and a rule 规则 (a conclusion that holds when its conditions hold):

    "Write the result of the goal type(X, wild)": X = leopard, X = lion. The engine matches the goal against each fact in turn; every match is a solution, and a capital letter is a variable that the match fills in. "Write a fact to show that a cheetah is wild": type(cheetah, wild). "Explain what line 07 does": it defines a rule with the conclusion dangerous(X), which is true for any X that is both wild and large, so dangerous(A) returns A = leopard, A = lion. "Write a rule: a feature F may be available for a body style B if F is a feature and B is a body style and F is not unavailable for B": may_be_available(F, B) IF feature(F) AND body_style(B) AND NOT unavailable(F, B). Copy the exact predicate names and argument order used in the question's facts; a new fact ends with a full stop, and a rule's conditions are joined with AND.

    Comparing paradigms

    Paradigm Strength Typical languages
    Low-level maximum control, speed assembly
    Imperative direct, intuitive C, Python
    Object-oriented modular, models entities Java, C#, Python
    Functional clear, no side effects Haskell, F#
    Logic inference, rules Prolog
    Database data queries SQL

    Modern languages often mix paradigms — Python supports all of procedural, OOP and functional. The right one depends on the problem.

    Bahasa Indonesia

    Sebuah paradigma pemrograman adalah gaya pemrograman — cara menyusun program, beserta ide-ide dan fitur bahasa tersendiri. Empat paradigma pemrograman terdapat dalam silabus ini.

    "Jelaskan apa yang dimaksud dengan bahasa imperatif (prosedural)" (dua poin). Bahasa di mana program merupakan urutan instruksi yang dieksekusi secara berurutan dan yang mengubah状态 program; programmer menyatakan bagaimana tugas dilakukan, menggunakan prosedur, urutan, seleksi, dan iterasi. "Jelaskan apa yang dimaksud dengan bahasa deklaratif": program menyatakan fakta dan aturan (apa yang diketahui dan apa yang diinginkan) dan mesin inferensi bahasa menentukan bagaimana menemukan jawabannya; programmer tidak memberikan urutan langkah-langkahnya.

    Identifikasi paradigma dari contoh kode (soal Paper 3 reguler): LDD 200, ADD #5, STO 201 adalah level rendah (mnemonik, register, alamat memori); FOR Count ← 1 TO 10 … NEXT Count dengan prosedur dan penugasan adalah imperatif; CLASS Dog … PRIVATE Name : STRING … PUBLIC PROCEDURE NEW(…) adalah berorientasi objek; type(lion, wild). dan dangerous(X) IF type(X, wild) adalah deklaratif (logika). Dalam soal menjodohkan: level rendah berpasangan dengan "mnemonik yang sesuai langsung dengan instruksi mesin", imperatif dengan "urutan pernyataan yang mengubah state", OOP dengan "objek yang menggabungkan atribut dan metode", deklaratif dengan "fakta dan aturan, tanpa urutan eksekusi yang diberikan".

    Empat paradigma: level rendah, imperatif, berorientasi objek, dan deklaratif
    Empat paradigma: level rendah, imperatif, berorientasi objek, dan deklaratif

    Pemrograman level rendah

    Pemrograman mendekati perangkat keras dalam kode mesin atau bahasa assembly, di mana setiap instruksi memetakan apa yang dijalankan CPU. Memberikan akses langsung ke register dan alamat memori, menggunakan berbagai mode pengalamatan (segera, langsung, tidak langsung, terindeks, dan relatif). Ini sangat cepat dan ringkas, namun spesifik arsitektur, melelahkan, dan sulit dipelihara. Ini adalah pemrograman level rendah, digunakan untuk driver perangkat, firmware, dan bootloader.

    Lima mode pengalamatan. Silabus meminta kode level rendah yang menggunakan setiap mode pengalamatan (himpunan instruksi ada di Topik 4). Operand dari instruksi load dapat dibaca dengan lima cara, dan ujian memberikan isi memori serta bertanya apa yang disimpan akumulator:

    Tabel memori dengan alamat 105, 106, 107, 27, dan 145 beserta isinya, di samping lima baris yang menunjukkan apa yang diterima akumulator dari LDM #105, LDD 105, LDI 105, LDX 105 dengan IX = 2, dan lompatan relatif
    Operand yang sama, 105, dibaca lima cara: sebagai nilai, sebagai alamat, sebagai alamat dari sebuah alamat, sebagai alamat ditambah register indeks, dan sebagai offset dari instruksi saat ini
    • segera (LDM #105): operand adalah nilainya; ACC menjadi 105.
    • langsung (LDD 105): operand adalah alamat dari nilai tersebut; ACC menjadi isi dari 105, yaitu 27.
    • tidak langsung (LDI 105): operand adalah alamat dari sebuah alamat; ACC menjadi isi dari 27, yaitu 91. Digunakan untuk pointer dan data yang posisinya ditentukan pada waktu eksekusi.
    • terindeks (LDX 105): alamat adalah operand ditambah register indeks IX; dengan IX = 2, ACC menjadi isi dari 107. Digunakan untuk menelusuri array dengan menambah IX.
    • relatif (JMR +65): targetnya adalah offset dari alamat instruksi saat ini, yang membuat kode dapat direlokasi.

    Contoh dikerjakan. Memori: 105 menyimpan 27, 106 menyimpan 64, 200 menyimpan 0. Tulis kode untuk menjumlahkan isi 105 dan 106, simpan hasilnya di 200, dan tampilkan. LDD 105 (ACC = 27), ADD 106 (ACC = 91), STO 200, OUT. Untuk mengalikan dua kali nilai di 105 alih-alih: LDD 105, ADD 105, STO 105. Nyatakan isi register setelah setiap baris jika diminta melakukan pelacakan.

    Pemrograman Imperatif (Prosedural)

    Dalam pemrograman imperatif, programmer menulis urutan perintah yang mengubah state program — penugasan, kondisional, perulangan, panggilan fungsi. Variabel menyimpan state; pernyataan mengubahnya; kode diorganisir menjadi prosedur dan fungsi (juga disebut pemrograman terstruktur atau struktural). Ini adalah gaya pada Topik 9 dan 11 (Python, C). Kuat ketika algoritma memiliki langkah sekuensial yang jelas.

    Pemrograman Berorientasi Objek (OOP)

    Dalam pemrograman berorientasi objek, program dibangun dari objek — unit yang menggabungkan data (atribut) dan operasi (metode). Objek adalah instansi dari kelas. Empat pilar utama:

    • enkapsulasi — data objek disembunyikan di balik metodenya; kode luar hanya menggunakan metode publik, bukan datanya secara langsung. Ini melindungi objek dan memungkinkan perubahan internal tanpa merusak pemanggil. Misalnya, sebuah BankAccount menyembunyikan balance; Anda mengubahnya hanya melalui deposit() dan withdraw(), yang dapat menerapkan aturan seperti "tidak pernah turun di bawah nol".
    • pewarisan — subkelas menspesialisasikan superkelas, mewarisi atribut dan metodenya serta menambah atau menimpa mereka. Memodelkan "is-a" ("Seorang Manajer adalah Karyawan").
    • polimorfisme — objek berbeda merespons pemanggilan metode yang sama secara berbeda; Caller tidak perlu mengetahui tipe pastinya. Setiap Shape memiliki Area(), dan sebuah Circle serta sebuah Rectangle masing-masing mengimplementasikannya dengan caranya sendiri.
    • abstraksi — tunjukkan antarmuka sederhana dan sembunyikan implementasinya.

    Istilah lain:

    • konstruktor adalah metode khusus yang dijalankan saat objek dibuat, untuk mengatur atributnya.
    • getter dan setter membaca dan menulis atribut objek (sifatnya) melalui metode.
    • aggregasi dan kontainmen membangun sebuah objek dari objek lain (relasi "memiliki-a").

    OOP digunakan untuk sistem besar, GUI, simulasi, dan game.

    Bentuk pemanggilan yang sama. Area() menjalankan kode berbeda untuk setiap objek: Circle menghitung pi r kuadrat, Rectangle menghitung lebar dikali tinggi
    Polimorfisme: pemanggilan metode yang sama menjalankan kode masing-masing objek
    Diagram kelas UML untuk Shape: kotak tiga bagian dengan nama kelas, atribut privat (Name, Area, Perimeter, ditandai dengan minus) dan metode publik (SetShape, calculateArea, calculatePerimeter, ditandai dengan plus)
    Diagram kelas untuk Shape: atribut privat dan metode publik
    Diagram pewarisan UML: superclass employee di bagian atas, dengan subclass partTime dan fullTime di bawahnya, masing-masing terhubung ke superclass melalui panah generalisasi segitiga kosong dan menambahkan atribut serta metodenya sendiri
    Pewarisan: partTime dan fullTime adalah subclass dari employee
    Objek BankAccount dengan saldo privat yang hanya dapat diakses melalui metode publik deposit() dan withdraw(); kode di luar tidak dapat menyentuh data secara langsung
    Encapsulasi: data objek bersifat privat, hanya dapat diakses melalui metode publiknya

    OOP menurut penilai ujian

    Definisi. Kelas: sebuah templat (cetak biru) yang mendefinisikan atribut dan metode objek tipe tersebut. Objek: sebuah instansi dari sebuah kelas, dibuat darinya, dengan nilai-nilai sendiri untuk atributnya ("kejadian dari sebuah objek" adalah istilah ujian untuk instansi). Atribut (properti): item data yang milik sebuah kelas. Metode: prosedur atau fungsi yang milik sebuah kelas yang bertindak pada atributnya. Encapsulasi: menggabungkan atribut dan metode dalam satu kelas dan membatasi akses eksternal terhadap data: atributnya privat dan hanya dapat dibaca atau diubah melalui metode publik. Pewarisan: subclass memperoleh atribut dan metode dari induknya (super) kelas dan dapat menambahkannya sendiri atau menggantinya. Polimorfisme: metode dengan nama yang sama yang berperilaku berbeda di kelas yang berbeda; biasanya sebuah subclass mendefinisikan ulang metode induknya, dan versi yang tepat dijalankan untuk setiap objek. Kontainmen: sebuah kelas memiliki objek dari kelas lain sebagai atribut (mobil memiliki mesin). "Identifikasi fitur yang membatasi akses eksternal terhadap data" adalah encapsulasi; "istilah untuk kejadian dari sebuah objek" adalah instansi.

    "Jelaskan struktur sebuah kelas (tiga nilai):**" atribut (properti) yang menyimpan data objek, biasanya dideklarasikan privat; metode (prosedur dan fungsi) yang bertindak pada atribut-atribut tersebut, biasanya publik; dan konstruktor, sebuah metode yang dijalankan ketika objek dibuat untuk menginisialisasi atribut-atributnya. "Berikan tiga manfaat OOP:" kode digunakan kembali melalui pewarisan; data dilindungi oleh encapsulasi, sehingga hanya dapat diubah oleh metode kelas itu sendiri; program besar dibagi menjadi kelas-kelas yang ditulis dan diuji secara independen, sehingga lebih mudah dipelihara dan dikembangkan; kelas memodelkan entitas dunia nyata, sehingga desainnya lebih mudah dipahami; polimorfisme memungkinkan pemanggilan yang sama berfungsi untuk objek yang berbeda.

    Kelas dalam pseudocode, sebagaimana ditetapkan dalam Paper 3:

    CLASS Car
        PRIVATE Registration : STRING
        PRIVATE Year : INTEGER
        PRIVATE Mileage : INTEGER
        PUBLIC PROCEDURE NEW(NewReg : STRING, NewYear : INTEGER)
            Registration ← NewReg
            Year ← NewYear
            Mileage ← 0
        ENDPROCEDURE
        PUBLIC FUNCTION GetMileage() RETURNS INTEGER
            RETURN Mileage
        ENDFUNCTION
        PUBLIC PROCEDURE AddMileage(Extra : INTEGER)
            Mileage ← Mileage + Extra
        ENDPROCEDURE
    ENDCLASS
    

    Sebuah objek dibuat dengan MyCar ← NEW Car("AB12 CDE", 2020) dan digunakan dengan MyCar.AddMileage(150) dan OUTPUT MyCar.GetMileage(). Sebuah subclass menggunakan ulang konstruktor induk melalui SUPER:

    CLASS ElectricCar INHERITS Car
        PRIVATE BatteryCapacity : REAL
        PUBLIC PROCEDURE NEW(NewReg : STRING, NewYear : INTEGER, NewCapacity : REAL)
            SUPER.NEW(NewReg, NewYear)
            BatteryCapacity ← NewCapacity
        ENDPROCEDURE
    ENDCLASS
    

    Kelas yang sama dalam Python, sebagaimana diharapkan dalam Paper 4: atribut dibuat privat dengan double underscore, konstruktor adalah __init__, dan sebuah subclass menamai induknya dalam kurung dan memanggil super().__init__(…):

    class Car:
        def __init__(self, reg, year):
            self.__registration = reg
            self.__year = year
            self.__mileage = 0
        def get_mileage(self):
            return self.__mileage
        def add_mileage(self, extra):
            self.__mileage = self.__mileage + extra
    
    class ElectricCar(Car):
        def __init__(self, reg, year, capacity):
            super().__init__(reg, year)
            self.__capacity = capacity
    
    cars = []
    cars.append(Car("AB12 CDE", 2020))
    cars.append(ElectricCar("EV21 XYZ", 2023, 75.0))
    cars[1].add_mileage(150)
    print(cars[1].get_mileage())
    

    Dalam Java, ide yang sama adalah private/public field, konstruktor dengan nama kelas, extends dan super(…); dalam VB.NET Private/Public, Sub New, Inherits dan MyBase.New. Metode polimorfik ditulis di induk dan ditimpa di anak dengan nama yang sama; pemanggilan melalui variabel tipe induk menjalankan versi anak.

    Struktur data sebagai objek. Paper 4 membangun tumpukan (stack), daftar terkait (linked list) atau pohon biner dari sebuah Node kelas yang atributnya adalah data dan satu atau dua referensi ke node lain; sebuah Tree (atau LinkedList) kelas menyimpan akar (atau awal) dan metododnya.

    Pohon biner dari Node objects: Root object Tree menunjuk ke node 15,oman Left dan Right references menunjuk ke node 8 dan 19, dan seterusnya, dengan None untuk referensi kosong *Pohon biner yang dibangun dari objek: setiap Node menyimpan Data ditambah referens Left dan Right, dan Tree menyimpan Root; penyisipan berjalan turun sepanjang referens

    CLASS Node
        PUBLIC Data : INTEGER
        PUBLIC Left : Node          // NULL when there is no child
        PUBLIC Right : Node
        PUBLIC PROCEDURE NEW(NewData : INTEGER)
            Data ← NewData
            Left ← NULL
            Right ← NULL
        ENDPROCEDURE
    ENDCLASS
    
    CLASS Tree
        PRIVATE Root : Node
        PUBLIC PROCEDURE Insert(NewData : INTEGER)
            DECLARE NewNode, Current : Node
            DECLARE Placed : BOOLEAN
            NewNode ← NEW Node(NewData)
            IF Root = NULL THEN
                Root ← NewNode
            ELSE
                Current ← Root
                Placed ← FALSE
                WHILE NOT Placed
                    IF NewData < Current.Data THEN
                        IF Current.Left = NULL THEN
                            Current.Left ← NewNode
                            Placed ← TRUE
                        ELSE
                            Current ← Current.Left
                        ENDIF
                    ELSE
                        IF Current.Right = NULL THEN
                            Current.Right ← NewNode
                            Placed ← TRUE
                        ELSE
                            Current ← Current.Right
                        ENDIF
                    ENDIF
                ENDWHILE
            ENDIF
        ENDPROCEDURE
    ENDCLASS
    

    Sebuah metode find berjalan di jalur yang sama dan mengembalikan TRUE saat Current.Data = Target, FALSE saat mencapai NULL; sebuah metode output in-order bersifat rekursif: output subtrees kiri, node, lalu subtrees kanan. Untuk linked list node memiliki satu referensi, Next, dan kelas daftar menyimpan Start; untuk stack yang dibangun dari daftar, push dan pop keduanya bekerja di Start.

    Contoh terpecahkan. Sebuah game memiliki karakter. Masing-masing memiliki nama, kesehatan (dimulai dari 100) dan posisi yang diberikan oleh X dan Y. Tulislah sebuah kelas Character dengan konstruktor dan metode Move(DX, DY); kemudian sebuah subclass Wizard yang menambahkan Mana (dimulai dari 50) dan metode CastSpell() yang mengambil 10 mana dan mengembalikan TRUE jika ada cukup.

    CLASS Character
        PRIVATE Name : STRING
        PRIVATE Health : INTEGER
        PRIVATE X : INTEGER
        PRIVATE Y : INTEGER
        PUBLIC PROCEDURE NEW(NewName : STRING, StartX : INTEGER, StartY : INTEGER)
            Name ← NewName
            Health ← 100
            X ← StartX
            Y ← StartY
        ENDPROCEDURE
        PUBLIC PROCEDURE Move(DX : INTEGER, DY : INTEGER)
            X ← X + DX
            Y ← Y + DY
        ENDPROCEDURE
    ENDCLASS
    
    CLASS Wizard INHERITS Character
        PRIVATE Mana : INTEGER
        PUBLIC PROCEDURE NEW(NewName : STRING, StartX : INTEGER, StartY : INTEGER)
            SUPER.NEW(NewName, StartX, StartY)
            Mana ← 50
        ENDPROCEDURE
        PUBLIC FUNCTION CastSpell() RETURNS BOOLEAN
            IF Mana >= 10 THEN
                Mana ← Mana - 10
                RETURN TRUE
            ELSE
                RETURN FALSE
            ENDIF
        ENDFUNCTION
    ENDCLASS
    

    Nilai-nilai tersebut untuk atribut privat, konstruktor yang menetapkan setiap atribut, garis pewarisan, pemanggilan ke konstruktor induk, dan metode yang menggunakan dan mengubah data objeknya sendiri. Ketika pertanyaan meminta diagram kelas, gambarlah kotak dalam tiga bagian (nama; atribut dengan - untuk privat; metode dengan + untuk publik) dan hubungkan subclass ke induknya dengan panah yang menunjuk ke induk.

    Pemrograman deklaratif

    Dalam pemrograman deklaratif Anda menyatakan apa yang akan dihitung, bukan bagaimana — runtime menentukan langkah-langkahnya. Dua jenis:

    • pemrograman fungsional — dibangun dari fungsi murni (tanpa efek samping; input yang sama selalu menghasilkan output yang sama) yang disusun bersama. Contoh: Haskell, Lisp.
    • pemrograman logika — mendefinisikan fakta dan aturan; mesin menjawab sebuah tujuan (kueri) melalui inferensi. Contoh: Prolog.

    Contoh deklaratif yang umum adalah SQL: SELECT * FROM Customer WHERE Country = 'UK' menyatakan apa yang Anda inginkan, bukan bagaimana menelusuri catatan.

    Fakta, aturan, dan tujuan adalah hal yang diuji dalam ujian pada paradigma deklaratif. Diberikan fakta berikut (pernyataan yang benar) dan sebuah aturan (kesimpulan yang berlaku ketika kondisinya terpenuhi):

    01 type(leopard, wild).
    02 type(lion, wild).
    03 type(tabby, domestic).
    04 size(leopard, large).
    05 size(lion, large).
    06 size(tabby, small).
    07 dangerous(X) IF type(X, wild) AND size(X, large).
    

    "Tulis hasil dari tujuan type(X, wild):" X = leopard, X = lion. Mesin mencocokkan tujuan terhadap setiap fakta secara bergantian; setiap kecocokan adalah solusi, dan huruf kapital adalah variabel yang diisi oleh kecocokan tersebut. "*Tulis sebuah fakta untuk menunjukkan bahwa cheetah adalah liar":" type(cheetah, wild). "Jelaskan apa yang dilakukan baris 07:" ia mendefinisikan aturan dengan kesimpulan dangerous(X), yang benar untuk setiap X yang merupakan liar dan besar, sehingga dangerous(A) mengembalikan A = leopard, A = lion. "Tulis sebuah aturan: fitur F mungkin tersedia untuk gaya bodi B jika F adalah fitur dan B adalah gaya bodi dan F tidak tidak tersedia untuk B:" may_be_available(F, B) IF feature(F) AND body_style(B) AND NOT unavailable(F, B). Salin nama predikat dan urutan argumen yang persis digunakan dalam fakta pertanyaan; fakta baru diakhiri dengan titik, dan kondisi aturan digabungkan dengan AND.

    Membandingkan paradigma

    Paradigma Kekuatan Bahasa tipikal
    Tingkat rendah kontrol maksimal, kecepatan assembly
    Imperatif langsung, intuitif C, Python
    Berorientasi objek modular, memodelkan entitas Java, C#, Python
    Fungsional jelas, tanpa efek samping Haskell, F#
    Logika inferensi, aturan Prolog
    Basis data kueri data SQL

    Bahasa modern sering mencampur paradigma — Python mendukung semua procedural, OOP, dan fungsional. Yang tepat tergantung pada masalahnya.

    Explore · ⁨Jelajahi⁩

    Programming concept lab · ⁨Makmal konsep pengaturcaraan⁩

    Connect examples to the programming idea they show. · ⁨Sambungkan contoh kepada idea pengaturcaraan yang ditunjukkannya.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    programming paradigm/ˈprəʊɡræmɪŋ ˈpærədaɪm/ paradigma pemrograman
    facts/fækts/ fakta
    rule/ruːl/ aturnya
    low-level/ləʊ ˈlevl/ tingkat rendah
    registers/ˈredʒɪstəz/ register
    memory addresses/ˈmeməri əˈdresɪz/ alamat memori
    objects/ˈɒbdʒekts/ benda
    attributes/ˈætrɪbjuːts/ atribut-atribut
    methods/ˈmeθədz/ metodenya
    machine code/məˈʃiːn kəʊd/ kode mesin
    assembly language/əˈsemblɪ ˈlæŋɡwɪdʒ/ bahasa assembly
    addressing modes/əˈdresɪŋ məʊdz/ mode pengalamatan
    array/əˈreɪ/ array
    imperative programming/ɪmˈperətɪv ˈprəʊɡræmɪŋ/ pemrograman imperatif
    Variables/ˈveərɪəblz/ Variabel
    object-oriented programming/ˈɒbdʒekt ˈɔːrɪəntɪd ˈprəʊɡræmɪŋ/ pemrograman berorientasi objek
    instances/ˈɪnstənsɪz/ instansi
    classes/ˈklæsɪz/ kelas
    encapsulation/ɪnˌkæpsjʊˈleɪʃn/ enkapsulasi
    inheritance/ɪnˈherɪtəns/ warisan
    subclass/ˈsʌbklæs/ subclass
    superclass/ˈsuːpəklæs/ superclass
    overriding/ˌəʊvəˈraɪdɪŋ/ pengalihan
    polymorphism/ˈpɒlɪmɔːfɪzəm/ polimorfisme
    abstraction/əbˈstrækʃn/ abstraksi
    constructor/kənˈstrʌktə/ konstruktor
    aggregation/ˌæɡrɪˈɡeɪʃn/ agregasi
    containment/kənˈteɪnmənt/ keanggotaan
    declarative programming/dɪˈklærətɪv ˈprəʊɡræmɪŋ/ pemrograman deklaratif
    functional programming/ˈfʌŋkʃənl ˈprəʊɡræmɪŋ/ pemrograman fungsional
    pure functions/pjʊə ˈfʌŋkʃnz/ fungsi murni
    side effects/saɪd ɪˈfekts/ efek samping
    logic programming/ˈlɒdʒɪk ˈprəʊɡræmɪŋ/ pemrograman logika
    SQL/ˌes kjuː ˈel/ SQL
    20.2

    File processing · ⁨Pemrosesan file⁩

    Syllabus · ⁨Silabus⁩
    English
    Candidates should be able to: Notes and guidance
    Write code to perform file-processing operations Open (in read, write, append mode) and close a file Read a record from a file and write a record to a file Perform file-processing operations on serial, sequential, random files
    Show understanding of an exception and the importance of exception handling Know when it is appropriate to use exception handling Write program code to use exception handling
    Bahasa Indonesia
    Kandidat harus mampu: Catatan dan panduan
    Tulis kode untuk melakukan operasi pemrosesan file Buka (dalam mode baca, tulis, lampiran) dan tutup file Baca rekord dari file dan tulis rekord ke file Lakukan operasi pemrosesan file pada file serial, sekuensial, acak
    Tunjukkan pemahaman tentang pengecualian dan pentingnya penanganan pengecualian Tahu kapan menggunakan penanganan pengecualian secara tepat Tulis kode program untuk menggunakan penanganan pengecualian

    Source: Cambridge International syllabus · ⁨Sumber: Silabus Cambridge International⁩

    English

    This extends the file 文件 handling from Topic 10, processing serial, sequential and random (direct-access) files. Pseudocode operations: OPENFILE name FOR READ | WRITE | APPEND (READ opens an existing file, WRITE creates/overwrites, APPEND adds to the end); READFILE name, line; WRITEFILE name, value; CLOSEFILE name; and EOF(name) which is TRUE at the end.

    Read a whole file:

    Search a file (stop when found):

    Updating a file in place

    Most languages can't edit a text file in place. Instead: open the original for READ and a temporary file for WRITE; for each line, write the new version if it should change, else the original; close both; then replace the original with the temp file. The same pattern handles deleting lines (skip them) and inserting lines.

    Records and random-access files

    Opening modes. READ: the file must exist and reading starts at the beginning. WRITE: a new file is created, and an existing file of that name is overwritten. APPEND: writing adds to the end of an existing file. Every file that is opened is closed with CLOSEFILE, and EOF(name) is TRUE when the last item has been read.

    Three file organisations. In a serial file the records are in the order they were added; in a sequential file they are in key order; both are read from the start. A random file 随机文件 (direct-access file) stores each record at an address calculated from its key by a hashing 哈希 function, so one record is found without reading the others. Records are declared as a user-defined type:

    The random-file operations in pseudocode are OPENFILE "Acc.dat" FOR RANDOM, SEEK "Acc.dat", Address (move the file pointer to that record), GETRECORD "Acc.dat", Rec (read the record there) and PUTRECORD "Acc.dat", Rec (write the record there). Finding a customer by account number, as Paper 3 sets it:

    To store a record, hash its key, SEEK to the address and PUTRECORD, stepping on past any slot already occupied. Marks go to the hash, the SEEK before the GET or PUT, the comparison with the target, the handling of a collision, and closing the file.

    Worked example. ActiveFile.dat holds AccountRecord records. Write pseudocode that copies every record whose Active field is FALSE to the end of ArchiveFile.dat.

    Text files in Python (Paper 4): file = open("HighScore.txt", "r"), then for line in file: with line.strip() and line.split(",") to separate the fields, int(…) to convert a score, and file.close(); to write, open(name, "w") (or "a" to append) and file.write(str(score) + "\n"). A high-score table is read into a list of records, the new score inserted at its place, and the whole list written back. The examiner marks the open with the correct mode, a loop that reads every line, the conversion of text to numbers, and the close.

    Pitfalls

    Forgetting to close a file (data may be lost); opening for WRITE when you meant APPEND (overwrites everything); reading past EOF; hard-coded paths — a path like /Users/Admin/data.txt breaks on another machine, so use a relative constant such as DataFile = "./data/scores.txt".

    Bahasa Indonesia

    Ini memperluas penanganan file dari Topik 10, memproses file serial, sekuen, dan acak (akses langsung). Operasi pseudocode: OPENFILE name FOR READ | WRITE | APPEND (READ membuka file yang ada, WRITE membuat/tertimpa, APPEND menambahkan di akhir); READFILE name, line; WRITEFILE name, value; CLOSEFILE name; dan EOF(name) yang bernilai TRUE di bagian akhir.

    Baca seluruh file:

    OPENFILE "names.txt" FOR READ
    WHILE NOT EOF("names.txt") DO
        READFILE "names.txt", thisName
        OUTPUT thisName
    ENDWHILE
    CLOSEFILE "names.txt"
    

    Cari file (berhenti saat ditemukan):

    found ← FALSE
    OPENFILE "people.txt" FOR READ
    WHILE NOT EOF("people.txt") AND NOT found DO
        READFILE "people.txt", line
        IF line = target THEN
            found ← TRUE
        ENDIF
    ENDWHILE
    CLOSEFILE "people.txt"
    

    Memperbarui file secara in-place

    Sebagian besar bahasa tidak dapat mengedit file teks secara in-place. Sebaliknya: buka yang asli untuk READ dan file sementara untuk WRITE; untuk setiap baris, tulis versi baru jika harus berubah,否则 tulis yang asli; tutup keduanya; lalu ganti yang asli dengan file temp. Pola yang sama menangani penghapusan baris (lewatinya) dan penyisipan baris.

    Memperbarui file secara in-place: baca file asli, tulis baris yang diubah ke file temp, lalu ganti yang asli dengan file temp
    Memperbarui file secara in-place: baca yang asli, tulis perubahan ke file temp, lalu ganti yang asli

    Record dan file akses acak

    Mode pembukaan. READ: file harus ada dan pembacaan dimulai dari awal. WRITE: file baru dibuat, dan file yang sudah ada dengan nama itu ditimpa. APPEND: penulisan menambahkan ke akhir file yang sudah ada. Setiap file yang dibuka ditutup dengan CLOSEFILE, dan EOF(name) adalah TRUE ketika item terakhir telah dibaca.

    Tiga organisasi file. Dalam file serial record berada dalam urutan penambahan; dalam file sekuen mereka berada dalam urutan kunci; keduanya dibaca dari awal. File acak (file akses langsung) menyimpan setiap record pada alamat yang dihitung dari kuncinya oleh fungsi hashing, sehingga satu record ditemukan tanpa membaca yang lain. Record dideklarasikan sebagai tipe yang didefinisikan pengguna:

    TYPE AccountRecord
        DECLARE AccNo : INTEGER
        DECLARE Name : STRING
        DECLARE Balance : REAL
        DECLARE Active : BOOLEAN
    ENDTYPE
    
    Kunci 2317 di-hash dengan MOD 1000 ke alamat 317, kemudian SEEK dan GETRECORD pada file Acc.dat, ditampilkan sebagai baris slot record berukuran sama dengan slot 317 disorot
    Menemukan satu record dalam file acak: kunci di-hash ke alamat, penunjuk file mencari langsung ke slot itu dan record dibaca; tidak ada record lain yang tersentuh

    Operasi file acak dalam pseudocode adalah OPENFILE "Acc.dat" FOR RANDOM, SEEK "Acc.dat", Address (pindahkan penunjuk file ke record itu), GETRECORD "Acc.dat", Rec (baca record di sana) dan PUTRECORD "Acc.dat", Rec (tulis record di sana). Menemukan pelanggan berdasarkan nomor akun, seperti yang ditetapkan Paper 3:

    DECLARE Rec : AccountRecord
    DECLARE Target, Address : INTEGER
    INPUT Target
    Address ← Target MOD 1000              // the hashing function
    OPENFILE "Acc.dat" FOR RANDOM
    SEEK "Acc.dat", Address
    GETRECORD "Acc.dat", Rec
    WHILE Rec.AccNo <> Target AND Rec.AccNo <> 0    // 0 marks an empty slot
        Address ← Address + 1               // a collision: try the next slot
        SEEK "Acc.dat", Address
        GETRECORD "Acc.dat", Rec
    ENDWHILE
    IF Rec.AccNo = Target THEN
        OUTPUT Rec.Name, Rec.Balance
    ELSE
        OUTPUT "No such account"
    ENDIF
    CLOSEFILE "Acc.dat"
    

    Untuk menyimpan record, hash kuncinya, SEEK ke alamat dan PUTRECORD, melewati slot mana pun yang sudah ditempati. Nilai diberikan pada hashing, SEEK sebelum GET atau PUT, perbandingan dengan target, penanganan tabrakan, dan menutup file.

    Contoh terpecahkan. ActiveFile.dat berisi AccountRecord record. Tulis pseudocode yang menyalin setiap record whose Active field is FALSE to the end of ArchiveFile.dat.

    DECLARE Rec : AccountRecord
    OPENFILE "ActiveFile.dat" FOR READ
    OPENFILE "ArchiveFile.dat" FOR APPEND
    WHILE NOT EOF("ActiveFile.dat")
        READFILE "ActiveFile.dat", Rec
        IF Rec.Active = FALSE THEN
            WRITEFILE "ArchiveFile.dat", Rec
        ENDIF
    ENDWHILE
    CLOSEFILE "ActiveFile.dat"
    CLOSEFILE "ArchiveFile.dat"
    

    File teks dalam Python (Kertas 4): file = open("HighScore.txt", "r"), lalu for line in file: dengan line.strip() dan line.split(",") untuk memisahkan field, int(…) untuk mengubah skor, dan file.close(); untuk menulis, open(name, "w") (atau "a" untuk melampirkan) dan file.write(str(score) + "\n"). Tabel skor tertinggi dibaca ke dalam daftar rekaman, skor baru disisipkan pada tempatnya, dan seluruh daftar ditulis kembali. Penguji memberikan nilai berdasarkan penggunaan mode yang benar saat membuka file, perulangan yang membaca setiap baris, konversi teks menjadi angka, dan penutupan file.

    Jebakan

    Lupa menutup file (data mungkin hilang); membuka untuk WRITE padahal bermaksud APPEND (menimpa segalanya); membaca melewati EOF; path yang dikodekan keras — path seperti /Users/Admin/data.txt rusak di mesin lain, jadi gunakan konstan relatif seperti DataFile = "./data/scores.txt".

    Explore · ⁨Jelajahi⁩

    File access route · ⁨Rute akses file⁩

    Follow a file from storage to program and back safely. · ⁨Ikuti alur file dari penyimpanan ke program dan kembali dengan aman.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    file/faɪl/ file
    random file/ˈrændəm faɪl/ file acak
    hashing/ˈhæʃɪŋ/ hashing
    20.2

    Exception handling · ⁨Penanganan pengecualian⁩

    English

    An exception 异常 is an error or unexpected condition during execution — divide by zero, file not found, network failure, an array 数组 index out of range. Exception handling 异常处理 lets a program detect it and respond gracefully instead of crashing.

    It matters because real programs face errors that cannot be prevented up front (files moved, networks down, bad input); without it, every operation needs its own IF check; and it separates the normal flow from the error handling, so the main path reads cleanly. For example, a file may be deleted by another user between your program checking it exists and actually opening it — you cannot prevent that, only handle the failure when it happens.

    "Describe, with an example, what is meant by an exception" (two marks). An unexpected event or error that occurs during the execution of a program (at run time) and interrupts its normal flow; for example dividing by zero, opening a file that does not exist, converting non-numeric input to an integer, an array index out of range, or running out of memory. "Identify two possible causes of exceptions" is answered from that list, plus "a device or network is not available" and "invalid data type entered".

    "State the reasons for including exception handling" (three marks). To stop the program crashing (terminating unexpectedly); to output a meaningful message to the user rather than a system error; to allow the program to recover and continue, for example by asking for the input again, or to close files safely before it ends; and because some errors cannot be predicted when the program is written. "Describe how program termination due to an exception can be avoided": put the statements that might raise the exception inside a TRY block; write an EXCEPT (catch) block for that exception that handles it, for example by outputting a message, so that execution continues after the block instead of stopping. "Explain what is meant by exception handling": detecting an exception when it occurs and running code (the handler) that deals with it so that the program continues.

    Pattern

    The TRY block holds the code that might fail; the first matching EXCEPT block runs. Real languages also have a catch-all EXCEPT and a FINALLY block that runs whether or not an exception happened — useful for cleanup (closing files).

    Raising an exception

    A subroutine that detects an error can raise 抛出 an exception so the caller handles it:

    Where to handle exceptions

    Handle them close to the error if the response is simple (a message, a retry), or higher up the call stack 调用栈 if only the outer code knows what to do (a top-level GUI loop logs the error and shows a friendly dialog). Don't swallow exceptions silently — at least log them, or debugging becomes impossible.

    Common exceptions: FileNotFound, IOError, DivisionByZero, IndexOutOfRange, InvalidArgument, NullReference, OutOfMemory. Wrapping each failing operation in a TRY with the right EXCEPT handlers gives a program that degrades gracefully instead of crashing.

    Worked example (Paper 4). Write a function that reads whole numbers, one per line, from a file whose name is passed as a parameter and returns them in a list. It must not crash if the file does not exist or a line is not a whole number.

    The try block holds the code that can fail (the open and the conversion); each except names one exception and does something useful; the function still returns a list, so the caller continues. In Java the same shape is try { … } catch (FileNotFoundException e) { … } catch (NumberFormatException e) { … }; in VB.NET Try … Catch ex As FileNotFoundException … End Try. Marks: the risky statements inside the try, the correct exception names, a message for each, and the program continuing afterwards; a catch-all except: gets the crash mark but not the "appropriate exception" mark.

    Worked example. A text file of members needs one member's phone number changed. Why can the program not simply overwrite that line, and what is the pattern? A text file's lines are different lengths, and the file has no gaps to absorb a difference: a longer replacement would run into the next record, and a shorter one would leave part of the old line behind. So the pattern is to open the original for READ and a temporary file for WRITE, read every line in turn, writing the new version for the line that changes and the original line for all the others, close both, then replace the original with the temporary file. The same shape handles deleting (skip the line) and inserting (write the extra line). Note that every line gets written, not only the changed one - writing just the new record and losing the rest of the file is the classic slip.

    Bahasa Indonesia

    Sebuah pengecualian adalah kesalahan atau kondisi tak terduga selama eksekusi — pembagian dengan nol, file tidak ditemukan, kegagalan jaringan, indeks array di luar batas. Penanganan pengecualian memungkinkan program untuk mendeteksinya dan merespons dengan baik alih-alih mengalami crash.

    Hal ini penting karena program nyata menghadapi kesalahan yang tidak dapat dicegah sejak awal (file dipindahkan, jaringan mati, input buruk); tanpa hal ini, setiap operasi memerlukan pemeriksaan IF sendiri; dan hal ini memisahkan alur normal dari penanganan error, sehingga jalur utama terbaca dengan jelas. Misalnya, sebuah file mungkin dihapus oleh pengguna lain antara saat program Anda memeriksa keberadaannya dan sebenarnya membukanya — Anda tidak dapat mencegah hal itu, hanya menangani kegagalan saat itu terjadi.

    "Jelaskan, dengan contoh, apa yang dimaksud dengan pengecualian" (dua nilai). Kejadian atau kesalahan tak terduga yang terjadi selama eksekusi program (saat dijalankan) dan mengganggu alurnya yang normal; misalnya pembagian dengan nol, membuka file yang tidak ada, mengonversi input non-angka menjadi bilangan bulat, indeks array di luar batas, atau kehabisan memori. "Identifikasi dua kemungkinan penyebab pengecualian" dijawab dari daftar tersebut, ditambah "perangkat atau jaringan tidak tersedia" dan "tipe data yang dimasukkan tidak valid".

    "Nyatakan alasan untuk menyertakan penanganan pengecualian" (tiga nilai). Untuk mencegah program crash (berhenti secara tak terduga); untuk menampilkan pesan bermakna kepada pengguna alih-alih pesan sistem; untuk memungkinkan program pemulihan dan melanjutkan, misalnya dengan meminta input lagi, atau menutup file dengan aman sebelum berakhir; dan karena beberapa kesalahan tidak dapat diprediksi saat program ditulis. "Jelaskan bagaimana penghentian program akibat pengecualian dapat dihindari": letakkan pernyataan yang mungkin memunculkan pengecualian di dalam blok TRY; tulis blok EXCEPT (catch) untuk pengecualian itu yang menanganinya, misalnya dengan menampilkan pesan, agar eksekusi berlanjut setelah blok alih-alih berhenti. "Jelaskan apa yang dimaksud dengan penanganan pengecualian": mendeteksi pengecualian saat terjadi dan menjalankan kode (the handler) yang menanganinya agar program tetap berjalan.

    Pola

    TRY
        OPENFILE "data.txt" FOR READ
        READFILE "data.txt", line
        OUTPUT line
        CLOSEFILE "data.txt"
    EXCEPT FileNotFound
        OUTPUT "Sorry, the file does not exist."
    EXCEPT ReadError
        OUTPUT "Sorry, error reading the file."
    ENDTRY
    

    Blok TRY berisi kode yang mungkin gagal; blok matching pertama dari EXCEPT akan berjalan. Bahasa asli juga memiliki catch-all EXCEPT dan blok FINALLY yang berjalan baik jika terjadi pengecualian maupun tidak — berguna untuk pembersihan (menutup file).

    Aliran Pengecualian: jika blok TRY memunculkan pengecualian, kontrol melompat ke EXCEPT yang sesuai; tanpa pengecualian maka dilewati. Dalam kedua kasus, blok FINALLY berjalan, lalu program berlanjut
    Aliran Pengecualian: pengecualian melompat ke EXCEPT yang sesuai; FINALLY selalu berjalan sebelum program berlanjut

    Memunculkan pengecualian

    Subrutin yang mendeteksi kesalahan dapat memunculkan pengecualian agar pemanggil menanganinya:

    PROCEDURE Divide(a : INTEGER, b : INTEGER) RETURNS INTEGER
        IF b = 0 THEN
            RAISE DivideByZero
        ENDIF
        RETURN a DIV b
    ENDPROCEDURE
    

    Di mana menangani pengecualian

    Tanganlah mereka dekat dengan kesalahannya jika responsnya sederhana (pesan, coba ulang), atau lebih tinggi di call stack jika hanya kode luar yang tahu apa yang harus dilakukan (loop GUI tingkat atas mencatat error dan menampilkan dialog ramah). Jangan serap pengecualian diam-diam — setidaknya catatlah, atau debugging menjadi mustahil.

    Pengecualian umum: FileNotFound, IOError, DivisionByZero, IndexOutOfRange, InvalidArgument, NullReference, OutOfMemory. Membungkus setiap operasi yang gagal dalam sebuah TRY dengan handler EXCEPT yang tepat memberikan program yang melambat dengan baik alih-alih crash.

    Contoh dikerjakan (Kertas 4). Tulis fungsi yang membaca bilangan bulat, satu per baris, dari file yang namanya diteruskan sebagai parameter dan mengembalikannya dalam sebuah list. Fungsi ini tidak boleh crash jika file tidak ada atau baris bukan bilangan bulat.

    def read_scores(filename):
        scores = []
        try:
            file = open(filename, "r")
            for line in file:
                scores.append(int(line))
            file.close()
        except FileNotFoundError:
            print("The file", filename, "does not exist")
        except ValueError:
            print("A line in the file was not a whole number")
        return scores
    

    Blok try berisi kode yang bisa gagal (open dan konversi); setiap except menamai satu pengecualian dan melakukan sesuatu yang berguna; fungsi tetap mengembalikan list, sehingga pemanggil terus berlanjut. Di Java bentuk yang sama adalah try { … } catch (FileNotFoundException e) { … } catch (NumberFormatException e) { … }; di VB.NET Try … Catch ex As FileNotFoundException … End Try. Nilai: pernyataan berisiko di dalam try, nama pengecualian yang benar, pesan untuk setiap, dan program berlanjut afterwards; catch-all except: mendapat nilai crash tapi bukan nilai "pengecualian yang sesuai".

    Contoh dikerjakan. File teks anggota memerlukan nomor telepon satu anggotanya diubah. Mengapa program tidak bisa sekadar menimpa baris itu, dan apa polanya? Baris file teks memiliki panjang berbeda, dan file tidak memiliki celah untuk menyerap perbedaan: penggantian yang lebih panjang akan menabrak rekaman berikutnya, dan yang lebih pendek akan meninggalkan sebagian baris lama. Jadi polanya adalah membuka yang asli untuk READ dan file sementara untuk WRITE, baca setiap baris secara bergantian, tulis versi baru untuk baris yang berubah dan baris asli untuk semua yang lain, tutup keduanya, lalu ganti yang asli dengan file sementara. Bentuk yang sama menangani penghapusan (lewatkan baris) dan penyisipan (tulis baris ekstra). Perhatikan bahwa setiap baris ditulis, bukan hanya yang berubah - menulis hanya rekaman baru dan kehilangan sisa file adalah kesalahan klasik.

    Explore · ⁨Jelajahi⁩

    How exception handling flows · ⁨Bagaimana alur penanganan pengecualian bekerja⁩

    Step through what happens when code fails. The exception jumps out of the normal flow to a handler, FINALLY cleans up either way, and the program carries on instead of crashing. · ⁨Ikuti apa yang terjadi ketika kode gagal. Pengecualian melompat keluar dari alur normal menuju handler, FINALLY membersihkan baik-baik, dan program berlanjut alih-alih crash.⁩

    Vocabulary · ⁨Kosa kata⁩ Train · ⁨Latih⁩
    English Bahasa Indonesia
    exception/ekˈsepʃn/ pengecualian
    exception handling/ekˈsepʃn ˈhændlɪŋ/ penanganan pengecualian
    raise/reɪz/ meningkatkan
    call stack/kɔːl stæk/ call stack
    20.2

    Definitions the examiner accepts · ⁨Definisi yang diterima oleh penguji⁩

    English

    A definition question is marked against fixed wording. Learn these exactly, and give one answer only.

    Term Definition
    programming paradigm a style or way of programming, with its own way of structuring a program
    imperative language the program is a sequence of statements that change the program's state; the programmer says how the task is done
    declarative language the program states facts and rules and the inference engine works out how to find the answer
    class a template defining the attributes and methods of the objects of that type
    object (instance) an occurrence of a class, with its own values for the attributes
    attribute a data item that belongs to a class
    method a procedure or function that belongs to a class and acts on its attributes
    encapsulation keeping the attributes and methods together in a class and restricting external access to the data, so that it is changed only through public methods
    inheritance a subclass acquires the attributes and methods of its parent class and can add or override them
    polymorphism methods with the same name that behave differently for different classes
    constructor a method that runs when an object is created and initialises its attributes
    containment a class has an object of another class as one of its attributes
    fact a statement in a declarative program that is true
    rule a conclusion that holds when its conditions are true
    serial, sequential, random file records in the order added; records in key order; each record at an address calculated from its key
    exception an unexpected error or event during execution that interrupts the normal flow
    exception handling detecting an exception when it occurs and running code that deals with it so that the program continues
    Bahasa Indonesia

    Soal definisi dinilai berdasarkan frasa tetap. Hafalkan ini persis, dan berikan hanya satu jawaban.

    Istilah Definisi
    paradigma pemrograman gaya atau cara pemrograman, dengan cara sendiri dalam menyusun program
    bahasa imperatif program adalah urutan pernyataan yang mengubah status program; programmer mengatakan bagaimana tugas dilakukan
    bahasa deklaratif program menyatakan fakta dan aturan dan mesin inferensi bekerja mencari jawaban
    kelas template yang mendefinisikan atribut dan metode dari objek tipe tersebut
    objek (instansi) kejadian dari sebuah kelas, dengan nilainya sendiri untuk atribut
    atribut item data yang milik kelas
    method prosedur atau fungsi yang milik kelas dan bertindak pada atributnya
    enkapsulasi menjaga atribut dan metode tetap bersama dalam sebuah kelas serta membatasi akses eksternal terhadap data, sehingga data hanya dapat diubah melalui metode publik
    pewarisan subclass memperoleh atribut dan metode dari kelas induknya dan dapat menambah atau menimpa mereka
    polimorfisme metode dengan nama yang sama namun berperilaku berbeda untuk kelas yang berbeda
    konstruktor sebuah metode yang dijalankan ketika objek dibuat dan menginisialisasi atributnya
    keterkandungan sebuah kelas memiliki objek dari kelas lain sebagai salah satu atributnya
    fakta pernyataan dalam program deklaratif yang bernilai benar
    aturan kesimpulan yang berlaku ketika kondisinya benar
    file serial, sekuensial, acak rekord dalam urutan penambahan; rekord berdasarkan urutan kunci; setiap rekord pada alamat yang dihitung dari kuncinya
    pengecualian kesalahan atau peristiwa tidak terduga selama eksekusi yang mengganggu alur normal
    penanganan pengecualian mendeteksi pengecualian saat terjadi dan menjalankan kode yang menanganinya agar program terus berjalan
    20.2

    Exam tips · ⁨Tips ujian⁩

    English
    • Paradigms: know the one-line description of each and be ready to name the paradigm from a code sample; low-level questions want the five addressing modes and what the accumulator receives.
    • OOP definitions come up every session: class, object, attribute, method, encapsulation, inheritance, polymorphism, constructor. Write a class in pseudocode with PRIVATE attributes, a PUBLIC NEW and getters; a subclass with INHERITS and SUPER.NEW.
    • Declarative: a goal with a variable returns every matching fact; a rule is a conclusion IF conditions joined with AND; copy the question's predicate names exactly.
    • Files: the three modes and what each does to an existing file; READFILE in a WHILE NOT EOF loop; random files use a hash, SEEK, GETRECORD and PUTRECORD, with a step-on for collisions.
    • Exceptions: definition with an example, three reasons for handling them, and TRY with a named EXCEPT that lets the program continue.

    Common mistakes

    • Describing a declarative program as "a sequence of steps that gives the answer"; it states what is true and what is wanted, not how.
    • Confusing an object with a class, or an instance with an attribute; the question "an occurrence of an object" wants instance.
    • Declaring the attributes PUBLIC, or reaching them from outside the class instead of through a getter, which loses the encapsulation marks.
    • A subclass constructor that sets the parent's attributes directly instead of calling SUPER.NEW.
    • Explaining polymorphism as "many objects"; it is the same method name behaving differently for different classes.
    • Opening a file FOR WRITE to add a record, which destroys the existing contents; use APPEND.
    • Reading a random file from the start; SEEK to the hashed address first.
    • Putting the exception handler around code that cannot fail, or catching everything with no message, or describing exception handling as "checking the input with IF".
    Bahasa Indonesia
    • Paradigma: pahami deskripsi satu baris untuk masing-masing dan siap menyebutkan paradigma dari contoh kode; pertanyaan tingkat rendah meminta lima mode pengalamatan dan apa yang diterima akumulator.
    • Definisi OOP muncul di setiap sesi: kelas, objek, atribut, metode, enkapsulasi, pewarisan, polimorfisme, konstruktor. Tulislah sebuah kelas dalam pseudocode dengan atribut PRIVAT, NEW PUBLIK, dan getter; sebuah subclass dengan INHERITS dan SUPER.NEW.
    • Deklaratif: tujuan dengan variabel akan mengembalikan semua fakta yang cocok; sebuah aturan adalah kesimpulan JIKA kondisi digabungkan dengan DAN; salin nama predikat pertanyaan secara tepat.
    • File: tiga mode dan apa yang dilakukan masing-masing terhadap file yang sudah ada; READFILE dalam loop WHILE NOT EOF; file acak menggunakan hash, SEEK, GETRECORD dan PUTRECORD, dengan langkah tumpang tindih untuk tabrakan.
    • Pengecualian: definisi dengan contoh, tiga alasan untuk menanganinya, dan TRY dengan EXCEPT bernama yang memungkinkan program terus berjalan.

    Kesalahan umum

    • Mendeskripsikan program deklaratif sebagai "urutan langkah yang memberikan jawaban"; ia menyatakan apa yang benar dan apa yang diinginkan, bukan bagaimana.
    • Membingungkan objek dengan kelas, atau instance dengan atribut; pertanyaan "sebuah kemunculan dari objek" menginginkan instance.
    • Mengumumkan atribut sebagai PUBLIK, atau mengaksesnya dari luar kelas alih-alih melalui getter, yang kehilangan poin enkapsulasi.
    • Konstruktor subclass yang menetapkan atribut induk secara langsung alih-alih memanggil SUPER.NEW.
    • Menjelaskan polimorfisme sebagai "banyak objek"; itu adalah nama metode yang sama yang berperilaku berbeda untuk kelas yang berbeda.
    • Membuka file FOR WRITE untuk menambahkan rekord, yang menghancurkan isi yang sudah ada; gunakan APPEND.
    • Membaca file acak dari awal; SEEK ke alamat terhash terlebih dahulu.
    • Menempatkan handler pengecualian di sekitar kode yang tidak bisa gagal, atau menangkap semuanya tanpa pesan, atau mendeskripsikan penanganan pengecualian sebagai "memeriksa input dengan IF".

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