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A-Level Computer Science · ⁨A-Level 컴퓨터 과학⁩

Tips · ⁨팁⁩

A-Level Computer Science (9618) is two halves that feel like different subjects. The theory half runs from information representation and communication through hardware, processors, system software, security, databases and ethics. The practical half is algorithms, data structures, programming and software development, and A2 adds recursion and object-oriented programming.

The theory papers are marked far more literally than students expect. There is a correct vocabulary — register names, addressing modes, normal forms, the exact difference between validation and verification — and a paraphrase usually scores nothing. Learn the definitions in the syllabus wording.

The programming papers reward writing code by hand until it compiles in your head.

  • 1

    Information representation · ⁨정보 표현⁩

    Watch lesson · ⁨수업 보기⁩
    1.1

    Number systems

    Syllabus
    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

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Binary, denary and hex · ⁨이진수, 진법 및 HEX⁩

    Type a number and see it in binary, denary and hexadecimal at once — and how the place values add up. · ⁨숫자를 입력하면 이진, 진법(Decenary), Hexadecimal로 동시에 확인하고 자릿수가 어떻게 합산되는지 볼 수 있습니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    number system/ˈnʌmbə ˈsɪstəm/ number system
    binary/ˈbaɪnəri/ binary
    denary/ˈdiːnəri/ denary
    digit/ˈdɪdʒɪt/ digit
    place value/pleɪs ˈvæljuː/ place value
    byte/baɪt/ byte
    bit/bɪt/ bit
    hexadecimal/ˌheksəˈdesɪml/ hexadecimal
    nibble/ˈnɪbl/ nibble
    register width/ˈredʒɪstə wɪtθ/ register width
    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 · ⁨탐색하기⁩

    Binary & signed integers · ⁨이진수 & 부호 있는 정수⁩

    byte = Σ place values · ⁨바이트 = Σ 자리 값(place values)⁩

    See how an 8-bit pattern maps to a number (and how it would overflow past 255). · ⁨8비트 패턴이 어떻게 수로 매핑되고 255를 넘어서 오버플로우하는지 확인하세요.⁩

    Explore · ⁨탐색하기⁩

    Two's complement signed bits · ⁨보충 2의 보수 부호 비트⁩

    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. · ⁨왼쪽 가장자리 비트는 부호 있는 자리값을 가집니다. 어떤 비트를 반전시키거나 Negate(모든 비트 반전 후 1 더하기)를 누르면 부호 있는 값이 변함을 확인하세요.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    register/ˈredʒɪstə/ register
    unsigned/ʌnˈsaɪnd/ unsigned
    overflow/ˌəʊvəˈfləʊ/ overflow
    most significant bit/məʊst sɪɡˈnɪfɪkənt bɪt/ most significant bit
    two's complement/tuːz ˈkɒmplɪmənt/ two's complement
    signed integer/saɪnd ˈɪntɪdʒə/ signed integer
    sign bit/saɪn bɪt/ sign bit
    arithmetic shift/ˌærɪθˈmetɪk ʃɪft/ arithmetic shift
    one's complement/wʌnz ˈkɒmplɪmənt/ one's complement
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    BCD/ˌbiː siː ˈdiː/ BCD
    7-segment display/ˈsevən ˈseɡmənt dɪˈspleɪ/ 7-segment display
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    memory address/ˈmeməri əˈdres/ memory address
    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 · ⁨탐색하기⁩

    A character is stored as a number · ⁨문자는 number로 저장됨⁩

    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. · ⁨각 문자에는 코드 번호가 있습니다. 'A'는 65입니다. 비트를 반전시켜 이 코드를 이진수와 hex로 보고, 컴퓨터가 실제로 보관하는 방식을 정확히 확인하세요.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    code point/kəʊd pɔɪnt/ code point
    character set/ˈkærɪktə set/ character set
    encoding/enˈkəʊdɪŋ/ encoding
    1.2

    Bitmap images

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    비트맵 이미지의 데이터를 인코딩하는 방식에 대해 이해함 다음과 같은 용어를 사용하고 이해: 픽셀(pixel), 파일 헤더(file header), 이미지 해상도(image resolution), 화면 해상도(screen resolution), 색상 깊이(color depth) / 비트 깊이(bit depth)
    비트맵 이미지의 파일 크기를 추정하기 위한 계산 수행
    비트맵 이미지의 구성 요소를 변경했을 때 이미지 품질과 파일 크기에 미치는 영향을 이해함 다음과 같은 용어를 사용: 이미지 해상도, 색상 깊이 / 비트 깊이
    벡터 그래픽의 데이터를 인코딩하는 방식에 대해 이해함 다음과 같은 용어를 사용: 그림 객체(drawing object), 속성(property), 그림 목록(drawing list)
    주어진 작업에 비트맵 이미지 또는 벡터 그래픽을 사용할 필요성을 정당화함
    사운드가 어떻게 표현되고 인코딩되는지에 대해 이해함 다음과 같은 용어를 사용: 샘플링(sampling), 샘플링レート(sampling rate), 샘플링 레졸루션(sampling resolution), 아날로그(analogue) 및 디지털 데이터(digital data)
    샘플링레이트와 레졸루션을 변경했을 때의 영향을 이해함 파일 크기 및 정확도에 미치는 영향 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    bitmap/ˈbɪtmæp/ bitmap
    pixel/ˈpɪksl/ pixel
    file header/faɪl ˈhedə/ file header
    colour depth/ˈkʌlə depθ/ colour depth
    image resolution/ˈɪmɪdʒ ˌrezəˈluːʃn/ image resolution
    screen resolution/skriːn ˌrezəˈluːʃn/ screen resolution
    bit depth/bɪt depθ/ bit depth
    frame/freɪm/ frame
    frame rate/freɪm reɪt/ frame rate
    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
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    Computing concept lab · ⁨컴퓨팅 개념 실험실⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨구체적인 예시를 그들이 시연하는 컴퓨팅 개념에 따라 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    vector graphic/ˈvektə ˈɡræfɪk/ vector graphic
    drawing list/ˈdrɔːɪŋ lɪst/ drawing list
    drawing objects/ˈdrɔːɪŋ ˈɒbdʒekts/ drawing objects
    primitive/ˈprɪmɪtɪv/ primitive
    properties/ˈprɒpətiz/ properties
    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 · ⁨탐색하기⁩

    Sound sampling · ⁨음성 샘플링(Sound sampling)⁩

    y = a sin(bt + c)

    Sampling measures a sound wave at regular intervals — a higher rate copies it more truly. · ⁨샘플링은 음파를 일정 간격으로 측정합니다—높은acing은 더 정확하게 복사합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    analogue data/ˈænəlɒɡ ˈdeɪtə/ analogue data
    digital data/ˈdɪdʒɪtl ˈdeɪtə/ digital data
    sampling/ˈsæmplɪŋ/ sampling
    sampling rate/ˈsæmplɪŋ reɪt/ sampling rate
    sampling resolution/ˈsæmplɪŋ ˌrezəˈluːʃn/ sampling resolution
    amplitude/ˈæmplɪtjuːd/ amplitude
    sample resolution/ˈsæmpl ˌrezəˈluːʃn/ sample resolution
    quantisation/ˌkwɒntaɪˈzeɪʃn/ quantisation
    1.3

    Compression

    Syllabus
    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)
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    **압축(compression)**의 필요성과 사용 사례에 대해 이해함
    무손실(lossless) 및 **손실 압축(lossy compression)**에 대해 이해하고, 주어진 상황에서 특정 방법을 사용할 필요성을 정당화함
    텍스트 파일, 비트맵 이미지, 벡터 그래픽 및 사운드 파일을 압축하는 방법에 대해 이해함 **run-length encoding(RLE)**의 사용 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Run-length encoding · ⁨런-length 인코딩⁩

    Watch a run of repeated symbols get squashed into a count — simple lossless compression. · ⁨반복되는 기호의 줄기가 세기로 압축되는 과정을 보십시오—간단한 무손실 압축입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    compression/kəmˈpreʃn/ compression
    bandwidth/ˈbændwɪdθ/ bandwidth
    lossless/ˈlɒsləs/ lossless
    lossy/ˈlɒsi/ lossy
    run-length encoding/rʌn leŋθ enˈkəʊdɪŋ/ run-length encoding
    dictionary methods/ˈdɪkʃənəri ˈmeθədz/ dictionary methods
    Huffman coding/ˈhʌfmən ˈkəʊdɪŋ/ Huffman coding
    entropy/ˈentrəpi/ entropy
    spatial/ˈspeɪʃl/ spatial
    temporal/ˈtempərəl/ temporal
    Watch lesson · ⁨수업 보기⁩
    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 · ⁨통신⁩

    Watch lesson · ⁨수업 보기⁩
    2.1

    Networks: purpose and benefits

    Syllabus
    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)
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    네트워킹 장치의 목적과 이점에 대한 이해
    LAN(로컬-area 네트워크)과 WAN(광역-area 네트워크)의 특성에 대한 이해
    네트워크 컴퓨터의 클라이언트-서버 및 피어-투-피어 모델 설명 네트워크 및 서브네트워크 모델 내 각 컴퓨터의 역할 각 모델의 장단점 특정 상황에 대한 모델 사용 근거 제시
    _thrick-client 및 _thrick-client과 그 차이점에 대한 이해
    버스(bus), 스타, 메쉬(mesh), 하이브리드 토폴로지에 대한 이해 주어진 토폴로지에서 두 호스트 간 패킷 전송 방식 이해 주어진 상황에 대한 토폴로지 사용 타당성 근거 제시
    클라우드 컴퓨팅에 대한 이해 public 및 private 클라우드 사용 cloud 컴퓨팅의 장점 및 단점
    무선 및 유선 네트워크 사용의 차이점 및 함의에 대한 이해 구리 케이블, 광섬유 케이블, 라디오 파(WiFi 포함), 마이크로파, 위성의 특성 설명
    LAN을 지원하기 위해 사용되는 하드웨어 설명 스위치, 서버, 네트워크 인터페이스 카드(NIC), 무선 네트워크 인터페이스 카드(WNIC), 무선 액세스 포인트(WAP), 케이블, 브리지, 리피터 포함
    네트워크 내 라우터의 역할 및 기능 설명
    **이더넷(Ethernet)**과 충돌의 탐지 및 회피 원리에 대한 이해 표시 카리어 센스 멀티 액세스/충돌 탐지(CSMA/CD) 포함
    **비트 스트리밍(bit streaming)**에 대한 이해 표시 비트 스트리밍 방법(실시간 및 온디맨드), 비트레이트와 광대역 속도가 비트 스트리밍에 미치는 중요성
    월드 와이드 웹(WWW)과 인터넷의 차이점에 대한 이해
    인터넷을 지원하는 하드웨어 설명 모뎀, PSTN(공중 전화망), 전용 라인, 휴대폰 네트워크 포함
    인터넷을 통한 데이터 전송 시 IP 주소의 용도 설명 • IPv4 및 IPv6을 포함한 IP 주소 형식 • 네트워크에서의 서브넷팅(subnetting) 활용 • 네트워크 상의 장치에 IP 주소가 매핑되는 방식 • 보안 implications를 고려한 공용 IP 주소와 사설 IP 주소의 차이 • 고정 IP 주소와 동적 IP 주소의 차이
    URL이 WWW 상의 리소스를 locating하는 데 사용되는 방법 및 DNS의 역할 설명

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.
    Explore · ⁨탐색하기⁩

    Network route lab · ⁨네트워크 경로 실험Network route lab⁩

    Follow data from a device through network hardware and protocols. · ⁨장치를 통해 네트워크 하드웨어 및 프로토콜을 거쳐 데이터 흐름을 추적하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    network/ˈnetwɜːk/ 네트워크
    2.1

    LAN vs WAN

    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.

    Several LAN sites spread across a large area, each joined through a central carrier WAN cloud, with one direct leased line between two distant sites
    A wide-area network links many systems across a large area
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    local area network/ˈləʊkl ˈeərɪə ˈnetwɜːk/ 로컬 영역 네트워크
    latency/ˈleɪtənsi/ 지연 시간
    wide area network/waɪd ˈeərɪə ˈnetwɜːk/ 광역 네트워크
    Public Switched Telephone Network/ˈpʌblɪk swɪtʃt ˈtelɪfəʊn ˈnetwɜːk/ 공중 전화 교환망
    2.1

    Client-server and peer-to-peer

    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.
    A desktop, laptop and tablet client send requests through the internet to one central server, which sends responses back
    In a client-server network, clients request services from a central server

    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.

    Six peer computers in a ring, each linked directly to every other peer, with no central server; every peer is both client and server
    In a peer-to-peer network, every node is both client and server
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    server/ˈsɜːvə/ 서버
    client/ˈklaɪənt/ 클라이언트
    peer-to-peer/pɪə tə pɪə/ 피어 투 피어
    2.1

    Thin and thick clients

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    thick client/θɪk ˈklaɪənt/ 터블 클라이언트
    thin client/θɪn ˈklaɪənt/ _thrunk 클라이언트
    2.1

    Network topologies

    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).
    Six computers each connected by a drop cable to one shared backbone cable, with a terminator block at each end
    Bus topology: all devices share one cable with a terminator at each end
    Five computers each connected by its own dedicated cable to a central hub or switch
    Star topology: every device connects to a central hub or switch
    Six computers in a ring with a direct cable between every pair of devices
    Mesh topology: every device links directly to the others
    Three star clusters, each a switch with its own computers, all joined by one shared bus backbone with a terminator at each end
    Hybrid topology: star clusters joined by a central bus

    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.

    Explore · ⁨탐색하기⁩

    Compare the network topologies · ⁨네트워크 토폴로지를 비교하십시오. ⟦Compare the network topologies⟧⁩

    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. · ⁨네 가지 토로지를 클릭하여 확인하십시오. 각 토폴로지는 비용, 속도, 고장 시 내구성 간의トレード오프를 가집니다. 각 토폴로지에서 전체 네트워크가 마비되는 원인을 주의 깊게 관찰하십시오. ⟦Tap through the four topologies...⟧⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    topology/təˈpɒlədʒi/ 네트워크 토로지
    bus/bʌs/ 버스(Bus) ⟦bus⟧
    bandwidth/ˈbændwɪdθ/ 대역폭
    star/stɑː/ 스타(Star) ⟦star⟧
    mesh/meʃ/ 메쉬(Mesh) ⟦mesh⟧
    fault-tolerant/fɒlt ˈtɒlərənt/ 결함 허용성
    2.1

    Cloud computing

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    cloud computing/klaʊd kəmˈpjuːtɪŋ/ 클라우드 컴퓨팅
    scalability/ˌskeɪləˈbɪlɪti/ 확장성
    public cloud/ˈpʌblɪk klaʊd/ 퍼블릭 클라우드
    private cloud/ˈpraɪvət klaʊd/ 프라이빗 클라우드
    2.1

    Wired vs wireless

    • 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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    ethernet/ˈiːθənet/ 이더넷
    twisted-pair/ˈtwɪstɪd peə/ 트위스트 페어
    fibre-optic/ˈfaɪbə ˈɒptɪk/ 광섬유
    2.1

    LAN hardware

    • 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.

    A 5-port gigabit Ethernet switch on a white background, with five numbered RJ-45 ports along the front and a power light
    A network switch: each device's cable plugs into one of its ports
    A black Ethernet patch cable on a white background, with an RJ-45 plug at each end showing the gold metal contacts and the locking clip
    An RJ-45 plug on a twisted-pair Ethernet cable
    A frame addressed to computer C arrives at a switch, which forwards it out only the port for C, leaving the cables to A, B and D unused
    A switch sends each frame only to the port for its destination
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    switch/swɪtʃ/ 스위치
    hub/hʌb/ 허브
    repeater/rɪˈpiːtə/ 리피터(Repeater) ⟦repeater⟧
    network interface card/ˈnetwɜːk ˈɪntəfeɪs kɑːd/ 네트워크 인터페이스 카드
    MAC address/mæk əˈdres/ MAC 주소
    wireless network interface card/ˈwaɪələs ˈnetwɜːk ˈɪntəfeɪs kɑːd/ 무선 네트워크 인터페이스 카드
    wireless access point/ˈwaɪələs ˈækses pɔɪnt/ 무선 액세스 포인트(Wireless Access Point) ⟦wireless access point⟧
    bridge/brɪdʒ/ 브리지(Bridge) ⟦bridge⟧
    2.1

    Routers

    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.

    A LAN of three computers and a server joined to a switch, which connects through a router to both the internet and another LAN or WAN
    A router connects a LAN to the internet or another network
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    packet/ˈpækɪt/ 패킷(packet)
    router/ˈruːtə/ 라우터
    IP address/ˌaɪ ˈpiː əˈdres/ IP 주소
    routing table/ˈraʊtɪŋ ˈteɪbl/ 라우팅 테이블
    network address translation/ˈnetwɜːk əˈdres trænˈsleɪʃn/ 네트워크 주소 변환
    DHCP/ˌdiː eɪtʃ siː ˈpiː/ DHCP
    firewall/ˈfaɪəwɔːl/ 방화벽
    packet switching/ˈpækɪt ˈswɪtʃɪŋ/ 패킷 전환
    2.1

    Ethernet and CSMA/CD

    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.

    A flowchart of the CSMA/CD process: assemble frame, check the line is idle, send, detect collisions, send a jam signal, back off and retry up to a maximum count
    The CSMA/CD process for handling collisions on shared media
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    collision/kəˈlɪʒn/ 충돌
    CSMA/CD/ˌsiː es em ˈeɪ ˌsiː ˈdiː/ CSMA/CD
    full-duplex/fʊl ˈdjuːpleks/ 풀디플렉스(full-duplex)
    2.1

    Bit streaming

    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.

    Data flows from the source server into a buffer that fills between a low and a high mark, and the media player reads from the buffer
    Data streams from the server into a buffer before the media player reads it
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    bit streaming/bɪt ˈstriːmɪŋ/ 비트 스트리밍
    buffer/ˈbʌfə/ 완충액(buffer)
    compression/kəmˈpreʃn/ 압축(compression)
    lossy/ˈlɒsi/ 유손실
    bit rate/bɪt reɪt/ 비트레이트
    2.1

    The internet and the World Wide Web

    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).

    The World Wide Web is one service running on top of the Internet
    The Web is one service running on top of the Internet

    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.
    Three lanes, one per way of reaching the internet: a home computer through a modem and the public switched telephone network; an office LAN over a dedicated leased line; a smartphone by radio to a cell tower and on through the cell phone network; all three end at the ISP
    Three ways to reach the internet: a modem and the PSTN, a dedicated line, and the cell phone network
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    internet/ˈɪntənet/ インターネット
    protocol/ˈprəʊtəkɒl/ 프로토콜
    modem/ˈməʊdem/ 모뎀
    World Wide Web/wɜːld waɪd web/ 월드 와이드 웹(World Wide Web) ⟦World Wide Web⟧
    dedicated line/ˈdedɪkeɪtɪd laɪn/ 전용 선
    cell phone network/sel fəʊn ˈnetwɜːk/ 휴대폰 네트워크
    2.1

    IP addresses

    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.

    Six department subnets, each with its own /24 netID, all connected through one central router that also reaches the internet
    Splitting a network into subnets, one netID per department

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    ISP/ˌaɪ es ˈpiː/ ISP
    subnets/ˈsʌbnets/ 서브넷(subnets)
    subnet mask/ˈsʌbnet mæsk/ 서브넷 마스크
    2.1

    URL and DNS

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

    https://www.example.com/about/contact.html
    protocol     domain name        path
    
    • 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.

    Numbered one to five: the computer asks a DNS resolver for the IP, the resolver queries another DNS server, the IP is returned to the resolver and then the computer, and the browser connects to the website server
    How DNS finds a website's IP address before the browser connects
    Explore · ⁨탐색하기⁩

    How DNS finds a website · ⁨DNS가 사이트를 찾는 방법⁩

    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. · ⁨DNS 조회 단계를 설명합니다. 네트워크는 이름이 아닌 IP 주소로 라우팅되므로, 무엇이 로드되기 전에 DNS가 도메인 이름을 IP 주소로 변환해야 합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    URL/ˌjuː ɑː ˈel/ URL
    domain name/dəˈmeɪn neɪm/ 도메인 이름
    Domain Name System/dəˈmeɪn neɪm ˈsɪstəm/ 도메인 이름 시스템
    2.1

    Definitions the examiner accepts

    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
    2.1

    Exam tips

    • 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.
  • 3

    Hardware · ⁨하드웨어(Hardware)⁩

    Watch lesson · ⁨수업 보기⁩
    3.1

    Computers and their components

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    입력(input), 출력(output), 주 기억(primary memory), **보조 저장 device(이동식 포함)**의 필요성에 대한 이해
    **임베디드 시스템(embedded systems)**에 대한 이해 임베디드 시스템의 장점과 단점 포함
    하드웨어 장치의 주요 연산 설명 레이저 프린터, 3D 프린터, 마이크, 스피커, 자기 하드 디스크, 솔리드 스테이트(플래시) 메모리, 광학 디스크 리더/라이터, 터치스크린, 가상 현실 헤드셋 포함
    **버퍼(buffer)**의 사용에 대한 이해
    **랜덤 액세스 메모리(RAM)**와 **판독 전용 메모리(ROM)**의 차이 설명 다양한 장치 및 시스템에서의 사용 포함
    **정적 RAM(SRAM)**과 **동적 RAM(DRAM)**의 차이 설명 SRAM과 DRAM이 다양한 장치 및 시스템에서 사용되는 방식 및 장치와 용도에 따라 하나를 다른 하나 대신 사용하는 이유 포함
    프로그래머블 ROM(PROM), 소거 가능 프로그래머블 ROM(EPROM), **전기 소거 가능 프로그래머블 ROM(EEPROM)**의 차이 설명
    모니터링 및 **제어 시스템(control systems)**에 대한 이해 모니터링과 제어의 차이, 센서(온도, 압력, 적외선, 음파 등 포함) 및 **액추에이터(actuator)**의 사용, **피드백(feedback)**의 중요성 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Tap the blocks of a computer system · ⁨컴퓨터 시스템의 블록을 터치하십시오⁩

    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. · ⁨CPU와 네 개의 블록을 탐험하십시오. 데이터 흐름은 입력 → 처리 → 출력이며, 주 메모리는 실행 중인 프로그램을并保持하고, 보조 저장소는 나중에 사용하기 위해 이를 유지합니다.⁩

    Explore · ⁨탐색하기⁩

    Network route lab · ⁨네트워크 경로 실험Network route lab⁩

    Follow data from a device through network hardware and protocols. · ⁨장치를 통해 네트워크 하드웨어 및 프로토콜을 거쳐 데이터 흐름을 추적하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    input devices/ˈɪnpʊt dɪˈvaɪsɪz/ 입력 장치
    output devices/ˈaʊtpʊt dɪˈvaɪsɪz/ 출력 장치
    primary memory/ˈpraɪməri ˈmeməri/ 주 메모리
    processor/ˈprəʊsesə/ 프로세서
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ 보조 저장소
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    embedded system/emˈbedɪd ˈsɪstəm/ 임베디드 시스템
    firmware/ˈfɜːmweə/ 펌웨어
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    microphone/ˈmaɪkrəfəʊn/ 마이크
    hard disk/hɑːd dɪsk/ 하드 디스크
    optical disc/ˈɒptɪkl dɪsk/ 광학 디스크
    laser printer/ˈleɪzə ˈprɪntə/ 레이저 프린터
    drum/drʌm/ 드럼
    toner/ˈtəʊnə/ 토너
    fuser/ˈfjuːsə/ 퓨저
    3D printer/ˌθriː ˈdiː ˈprɪntə/ 3D 프린터
    filament/ˈfɪləmənt/ 필라멘트
    diaphragm/ˈdaɪəfræm/ 횡격막
    capacitor/kəˈpæsɪtə/ 콘덴서(축전기)
    analogue-to-digital converter/ˈænəlɒɡ tə ˈdɪdʒɪtl kənˈvɜːtə/ 아날로그-디지털 변환기
    digital-to-analogue converter/ˈdɪdʒɪtl tʊ ˈænəlɒɡ kənˈvɜːtə/ 디지털-아날로그 변환기
    tracks/træks/ 트랙
    sectors/ˈsektəz/ 세クター
    read/write head/riːd raɪt hed/ 읽기/쓰기 헤드
    actuator arms/ˈæktʃuːeɪtə ɑːmz/ 액추에터 암
    solid-state drive/ˈsɒlɪd steɪt draɪv/ 솔리드 스테이트 드라이브
    transistors/trænˈzɪstəz/ 트랜지스터
    floating-gate transistor/ˈfləʊtɪŋ ɡeɪt trænˈzɪstə/ 플로팅 게이트 트랜지스터
    pits/pɪts/ 피트
    lands/lændz/ 랜드
    touchscreen/ˈtʌtʃskriːn/ 터치스크린
    resistive/rɪˈzɪstɪv/ 저항식
    capacitive/kəˈpæsɪtɪv/ 정전식
    virtual reality/ˈvɜːtʃuːəl rɪˈælɪti/ 가상 현실
    accelerometer/əkˌseləˈrɒmɪtə/ 가속도계
    gyroscope/ˈdʒaɪrəskəʊp/ 자이로스코프
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    buffer/ˈbʌfə/ 완충액(buffer)
    interrupt/ˈɪntərʌpt/ 인터럽트
    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 · ⁨탐색하기⁩

    Device and storage lab · ⁨기기 및 저장 실험실⁩

    Classify computing examples by what job they do in a system. · ⁨시스템 내에서 수행하는 작업에 따라 컴퓨팅 예시를 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    RAM/ræm/ RAM
    ROM/rɒm/ ROM
    volatile/ˈvɒlətaɪl/ 휘발성
    non-volatile/nɒn ˈvɒlətaɪl/ 비휘발성
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    SRAM/ˈesræm/ SRAM
    DRAM/ˈdiːræm/ DRAM
    flip-flop/flɪp flɒp/ 플립플롭
    cache/kæʃ/ cache
    refreshed/rɪˈfreʃt/ 리프레시된
    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 · ⁨탐색하기⁩

    The control feedback loop · ⁨제어 피드백 루프⁩

    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. · ⁨온도 조절기나 자동 조종 장치가 반복하는 루프를 따르십시오. 제어 시스템은 세상을 단순히 읽는 것이 아니라, 행동한 후 다시 측정하여 계속的自己修正(correcting itself)。⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    sensor/ˈsensə/ 센서(sensor)
    actuator/ˈæktʃuːeɪtə/ 액추에이터(actuator)
    monitoring/ˈmɒnɪtərɪŋ/ 모니터링
    control system/kənˈtrəʊl ˈsɪstəm/ 제어 시스템
    feedback/ˈfiːdbæk/ 피드백(feedback)
    preset value/ˈpriːset ˈvæljuː/ 사전 설정 값
    thermistor/ˈθɜːmɪstə/ 서미스터
    3.2

    Logic gates

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    다음 논리 게이트 기호 사용: [NOT, AND, OR, NAND, NOR, XOR]
    NOT, AND, OR, NAND, NOR, XOR(EOR) 게이트의 기능 이해 및 정의 NOT 게이트를 제외한 모든 게이트는 두 개의 입력만 가짐.
    위 논리 게이트 각각에 대한 진리표(truth table) 구성
    논리 회로(logic circuit) 구성 문제 서술서(problem statement), 논리 식(logic expression), 진리표로부터
    진리표(truth table) 구성 문제 서술서(problem statement), 논리 회로, 논리 식으로부터
    논리 식(logic expression) 구성 문제 서술서(problem statement), 논리 회로, 진리표로부터

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Logic gates · ⁨논리 게이트⁩

    Switch the inputs and pick a gate. Each gate has its own rule — the building blocks of every digital circuit. · ⁨입력을 전환하고 게이트를 선택하세요. 각 게이트에는 고유한 규칙이 있으며, 이는 모든 디지털 회로의 기본 요소입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    logic gate/ˈlɒdʒɪk ɡeɪt/ 论理 게이트
    Boolean/ˈbuːlɪən/ Boolean
    truth table/truːθ ˈteɪbl/ 진리표
    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 · ⁨탐색하기⁩

    Half adder · ⁨하위 가산기⁩

    Wire XOR and AND to the same two inputs: XOR gives the sum bit, AND gives the carry. Click A and B. · ⁨XOR 및 AND를 동일한 두 입력에 연결하십시오: XOR은 합 비트를给出, AND는 카리를给出합니다. A와 B를 클릭하십시오.⁩

    Explore · ⁨탐색하기⁩

    Logic circuits · ⁨논리 회로⁩

    gates combine into circuits · ⁨게이트가 결합하여 회로를 만듭니다⁩

    Each gate has a fixed rule; chaining them builds every circuit — start with one gate. · ⁨각 게이트에는 고정 규칙이 있으며,它們을 체인하면 모든 회로를 구축할 수 있습니다. 하나의 게이트부터 시작하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    logic circuit/ˈlɒdʒɪk ˈsɜːkɪt/ 论理 회로
    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 · ⁨프로세서 기초⁩

    Watch lesson · ⁨수업 보기⁩
    4.1

    Von Neumann architecture

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    컴퓨터 시스템에 대한 기본 폰 노이만(Von Neumann) 모델 및 **저장 프로그램(concept)**에 대한 이해
    **레지스터(registers)**의 목적과 역할에 대한 이해, 일반 목적 register와 전용 register의 차이 포함 전용 register 포함: • 프로그램 카운터(PC) • 메모리 데이터 레지스터(MDR) • 메모리 주소 레지스터(MAR) • 누적기(ACC) • 인덱스 레지스터(IX) • 현재_instruction 레지스터(CIR) • 상태 register
    산술 논리 단위(ALU), 제어 단위(CU), 시스템 클록, **즉시 접근 저장(IAS)**의 목적과 역할에 대한 이해
    주소 bus, 데이터 bus, 제어 bus를 사용하여计算机系统의 다양한 구성 요소 간 데이터 전송 방식에 대한 이해
    计算机系统的性能影响因素에 대한 이해 处理器类型及多个**코어(core)**数, 버스 너비(bus width), 클록 속도(clock speed), 캐시 메모리(cache memory) 포함
    다양한 **포트(port)**가 주변 장치에 연결되는 방식 이해 유니버설 직렬 버스(USB), 고해상도 멀티미디어 인터페이스(HDMI), **비디오 그래픽 어레이(VGA)**와의 연결 포함
    Fetch-Execute(F-E) 주기의 단계 설명 F-E 주기를 설명하고'**레지스터 전转移(register transfer)' 표기법을 사용하여 설명
    **인터럽트(interrupts)**의 목적에 대한 이해 인터럽트의 가능한 원인, 인터럽트의 응용, **인터럽트 서비스 routine(ISR)**의 사용, Fetch-execute 주기 중 인터럽트가 감지되는 시기, 인터럽트가 처리되는 방식 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Tap the parts of a Von Neumann computer · ⁨폰 노이만 컴퓨터의 구성 요소 클릭하기⁩

    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. · ⁨각 블록을 탐색하십시오. CPU(제어 장치, ALU, 레지스터)는 버스를 통해 단일 메인 메모리와 통신하며, 명령어와 데이터를 공유하는 이 하나의 메모리가 바로 폰 노이만의 핵심 개념입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    Von Neumann architecture/vɒn ˈnɔɪmən ˈɑːkɪtektʃə/ 폰 노이만 아키텍처
    Immediate Access Store/ɪˈmiːdɪət ˈækses stɔː/ 즉시 접근 저장소
    stored program/stɔːd ˈprəʊɡræm/ 저장된 프로그램
    processor/ˈprəʊsesə/ 프로세서
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    arithmetic and logic unit/ˌærɪθˈmetɪk ənd ˈlɒdʒɪk ˈjuːnɪt/ 산술 논리 장치
    ALU/ˌeɪ el ˈjuː/ ALU
    register/ˈredʒɪstə/ 레지스터(register)
    control unit/kənˈtrəʊl ˈjuːnɪt/ 제어 장치
    clock speed/klɒk spiːd/ 클록 속도
    special purpose registers/ˈspeʃl ˈpɜːpəs ˈredʒɪstəz/ 전용 레지스터
    Program Counter/ˈprəʊɡræm ˈkaʊntə/ 프로그램 카운터
    Memory Address Register/ˈmeməri əˈdres ˈredʒɪstə/ 메모리 주소 레지스터
    Memory Data Register/ˈmeməri ˈdeɪtə ˈredʒɪstə/ 메모리 데이터 레지스터
    Current Instruction Register/ˈkʌrənt ɪnˈstrʌkʃn ˈredʒɪstə/ 현재 명령어 레지스터
    accumulator/əˈkjuːmjʊleɪtə/ accumulator
    Status Register/ˈsteɪtəs ˈredʒɪstə/ 상태 레지스터
    flags/flæɡz/ 플래그
    Index Register/ˈɪndeks ˈredʒɪstə/ 인덱스 레지스터
    general-purpose registers/ˈdʒenərəl ˈpɜːpəs ˈredʒɪstəz/ 일반 용도 레지스터
    register transfer/ˈredʒɪstə ˈtrænsfɜː/ 레지스터 전송
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    control bus/kənˈtrəʊl bʌs/ 제어 버스
    buses/ˈbʌsɪz/ 버스
    address bus/əˈdres bʌs/ 주소 버스
    data bus/ˈdeɪtə bʌs/ 데이터 버스
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    word size/wɜːd saɪz/ 워드 크기
    number of cores/ˈnʌmbə ɒv kɔːz/ 코어 수
    cores/kɔːz/ 코어
    amount of RAM/əˈmaʊnt ɒv ræm/ RAM 용량
    page/peɪdʒ/ 페이지
    cache memory/kæʃ ˈmeməri/ 캐시 메모리
    cache/kæʃ/ cache
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ 보조 저장소
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    port/pɔːt/ 포트
    peripheral/pəˈrɪfərəl/ 주변 기기
    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 · ⁨탐색하기⁩

    The fetch-execute cycle · ⁨Fetch-execute 사이클⁩

    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. · ⁨CPU가 초당数十억 번 반복하는 루프를 클릭해 보세요. FETCH 단계에서 PC/MAR/MDR/CIR 레지스터를如何使用然后DECODE和EXECUTE如何作用于获取的数据。⁩

    Explore · ⁨탐색하기⁩

    The fetch–execute cycle · ⁨ fetching–execution 사이클⁩

    Step through how the CPU runs one instruction — fetch it from memory, decode it, then execute it, over and over. · ⁨CPU가 명령어 하나를 실행하는 과정을 단계별로 보십시오: 메모리에서 fetch하여 디코딩한 뒤 실행을 반복합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    fetch-execute cycle/fetʃ ˈeksɪkjuːt ˈsaɪkl/ -fetch-execute 사이클
    register transfer notation/ˈredʒɪstə ˈtrænsfɜː nəʊˈteɪʃn/ 레지스터 전송 표기법
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    interrupt/ˈɪntərʌpt/ 인터럽트
    interrupt service routine/ˈɪntərʌpt ˈsɜːvɪs ruːˈtiːn/ 인터럽트 서비스 routine
    interrupt register/ˈɪntərʌpt ˈredʒɪstə/ 인터럽트 레지스터
    stack/stæk/ 스택
    4.2

    Assembly language and machine code

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    어셈블리 언어와 .mail code 간의 관계에 대한 이해
    2-pass 어셈블러의 어셈블리 과정에 대한 각 단계를 설명하시오 주어진 간단한 어셈블리 언어 프로그램을 적용하여 2-pass 어셈블러 과정을 수행하시오
    주어진 간단한 어셈블리 언어 프로그램의 흐름을 추적하시오
    일련의 명령어들이 그룹으로 묶여 있다는 점에 대한 이해 표시 다음 그룹 포함: • 데이터 이동 • 입력 및 출력 데이터 • 산술 연산 • 무조건 및 조건부 명령어 • 명령어 비교
    다양한 주소 지정 방식을 이해하고 이를 활용할 수 있음을 보여주시오 즉시수, 직접, 간접, 인덱스, 상대 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    How a two-pass assembler works · ⁨투 패스 어셈블러의 작동 원리⁩

    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. · ⁨단계별로 확인하십시오. 어셈블러는 코드를 두 번 읽습니다: 1차 pass는 각 라벨의 위치만 찾아내므로 2차 pass에서 주소를 채울 수 있으며, 이것이 나중에 정의된 라벨로 점프하는Still 작동하는 방법입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    operand/ˈɒpərænd/ 연산자
    assembly language/əˈsemblɪ ˈlæŋɡwɪdʒ/ 어셈블리 언어
    machine code/məˈʃiːn kəʊd/ 머신 코드
    mnemonics/nɪˈmɒnɪks/ mnemonics
    assembler/əˈsemblə/ 어셈블러
    symbol table/ˈsɪmbl ˈteɪbl/ 심볼 테이블
    label/ˈleɪbl/ 라벨
    forward references/ˈfɔːwəd ˈrefrənsɪz/ 전방 참조
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    indexed addressing/ˈɪndekst əˈdresɪŋ/ 인덱스 주소 지정
    addressing mode/əˈdresɪŋ məʊd/ 주소 지정 방식
    immediate addressing/ɪˈmiːdɪət əˈdresɪŋ/ 즉각 주소 지정
    direct addressing/daɪˈrekt əˈdresɪŋ/ 직접 주소 지정
    indirect addressing/ɪndaɪˈrekt əˈdresɪŋ/ 간접 주소 지정
    relative addressing/ˈrelətɪv əˈdresɪŋ/ 상대 주소 지정
    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
    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

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Shift and mask the bits of a byte · ⁨바이트의 비트를 이동하고 마스크로 선택한다⁩

    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. · ⁨연산자를 선택하고 각 결과 비트를 확인하라. 왼쪽 이동(<<) moves every bit up one place (×2); a right shift (>>)은 값을 아래로 내린다(÷2); mask와 AND 연산으로 원치 않는 비트를 지운다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    bit/bɪt/ bit(비트)
    logical shift/ˈlɒdʒɪkl ʃɪft/ 论理 좌회전
    cyclic shift/ˈsaɪklɪk ʃɪft/ 순환 좌회전
    mask/mæsk/ 마스크
    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 · ⁨시스템 소프트웨어⁩

    Watch lesson · ⁨수업 보기⁩
    5.1

    Operating systems · ⁨운영체제⁩

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    컴퓨터 시스템이 **운영 체제(OS)**를 요구하는 이유를 설명하시오
    운영체제(OS)가 수행하는 주요 관리 작업 설명 메모리 관리, 파일 관리, 보안 관리, 하드웨어 관리(입출력/주변기기), 프로세스 관리 포함
    운영체제에 제공되는 일반적인 유틸리티 소프트웨어가 필요한 이유에 대한 이해 표시 디스크 포맷터, 바이러스 체크,디스크 분할 정리 소프트웨어, 디스크 내용 분석/복구 소프트웨어, 파일 압축, 백업 소프트웨어 포함
    **프로그램 라이브러리(program libraries)**에 대한 이해 표시 • 개발 중인 소프트웨어는 종종 기존 라이브러리의 코드를 사용하여 구축됨 • 라이브러리 파일을 사용하여 소프트웨어를 구축하는 개발자에게 제공하는 이점(예: 동적 링크 라이브러리(DLL) 파일 포함)

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    English

    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.

    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.

    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:

    • 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.

    한국어

    컴퓨터가 OS를 필요로 하는 이유

    하드웨어만으로는 지시어를 가져오고 실행할 수 있을 뿐이며, 파일, 프로그램, 네트워크 또는 사용자에 대해 아무것도 알지 못합니다. 운영체제(OS) 는 다음과 같은 역할을 하는 소프트웨어 계층입니다:

    • 하드웨어를 관리합니다(프로세서, 메모리, I/O, 저장 장치) — 실행 중인 프로그램들을 위해.
    • 서비스 제공 (파일 시스템, 네트워크, 사용자 계정)을 명확한 인터페이스를 통해 수행하므로, 프로그램이 하드웨어에 직접 접근할 필요가 없습니다.
    • 사용자 인터페이스 제공 (명령줄, GUI, 터치).
    • 여러 프로그램이 하드웨어를 안전하게 공유하도록 합니다 — 각 프로그램은 공정한 CPU 시간을 확보하며 다른 프로그램의 메모리 영역에侵入되지 않습니다.

    OS가 없으면 모든 프로그램이 자체 드라이버를 가져야 하며, 동시에 안전하게 실행될 수 있는 프로그램은 하나뿐입니다.

    "OS의 목적 설명" — 5점 만점 목록. OS는 (1) 사용자와 하드웨어 사이에 인터페이스를 제공합니다; (2) 하드웨어의 복잡성을 사용자와 플리케이션 프로그램으로부터 숨깁니다; (3) 하드웨어 리소스 관리 — 프로세서 시간, 메모리, 저장 장치 및 입출력 장치 — 를 수행하여 프로그램 간에 공유합니다; (4) 애플리케이션 소프트웨어를 메모리에 로드하고 실행하여 모든 프로그램이 동일한 플랫폼에서 실행되도록 합니다; (5) 여러 프로그램을 동시에 실행하게 하여 (멀티태스킹) 그들과 사용자의 데이터를 안전하게 유지합니다. 다섯 가지 서로 다른 포인트를 제시하십시오. "컴퓨터를 실행한다" 또는 "리소스를 관리한다"와 같이 단일 표현만으로는 점수를 받을 수 없습니다.

    화면에 표시된 데스크톱 운영체제
    데스크톱 운영체제는 사용자를 위해 화면, 파일 및 프로그램을 관리합니다
    한 손에 스마트폰을 들고 안드로이드 홈 화면과 앱 아이콘을 표시하는 모습
    휴대폰 역시 반드시 필요합니다: 이것이 모바일 운영체제인 Android입니다

    핵심 관리 작업

    교과 과정에서는 다섯 가지를 언급합니다. 아래 각 항목은 OS가 실제로 수행하는 하나의 기능이며, 이는 "설명" 문제에서 요구하는 내용입니다.

    • 메모리 관리 — 프로그램이 로드될 때 메모리를 할당하고, 각 프로그램의 메모리를 분리하여(메모리 보호)其中一个가 다른 것을 덮어쓸지 못하게 하며, 프로그램이 종료되면 메모리를 반환하고, RAM과 보조 저장 장치(디스크) 사이에서 페이지를 스왑하여(가상 메모리 / 페이지링) 물리적 메모리보다 더 많은 프로그램을 열 수 있게 합니다.
    • 프로세스 관리 — 실행 중인 프로그램은 프로세스입니다. OS는 프로세스를 생성하고 종료하며, 다음에 어떤 프로세스가 CPU를 사용할지 결정하고(스케줄링) 그 기간(타임 슬라이스)을 설정하며, 프로세스 간을 전환하고, 두 개 이상의 프로세스가 동일한 리소스를 요청했을 때 충돌을 해결하며, 응답하지 않는 프로세스를 강제 종료할 수 있습니다.
    • 하드웨어 관리 (입출력 및 주변기기) — 각 장치를 통해 장치 드라이버로 통신하며, 프린터와 같은 느린 장치로 보내지는 데이터를 대기열에 넣고 버퍼링하며, 장치로부터 오는 중단(interrupt) 에 대응하고, 하나의 장치를 여러 프로그램이 공유하게 합니다.
    • 파일 관리 — 파일과 폴더를 생성, 명명, 복사, 이동 및 삭제하며, 디렉토리 구조와 각 파일이 디스크의 어디에 저장되어 있는지 기록을 유지하고, 파일에 디스크 공간을 할당하며, 각 사용자에게 접근 권한(읽기 / 쓰기 / 실행)을 부과합니다.
    • 보안 관리 — 사용자 계정 및 비밀번호(인증), 접근 권한, 저장된 데이터의 암호화, 방화벽, 자동 보안 업데이트, 그리고 누가 무엇을 했는지의 로그 기록.
    운영체제가 중앙에 위치하고 메모리, 프로세스, 파일, 장치, 보안 관리 및 사용자 인터페이스로 spoke처럼 연결된 허브 다이어그램
    운영체제가 관리하는 주요 업무
    운영체제와 세 개의 애플리케이션이 각각 독립된 블록에 배치되어 경계 주소로 분리된 메모리 맵; 블록 내부로의 접근은 허용되지만 경계를 넘어서는 접근은 차단됨
    메모리 보호는 각 애플리케이션을 별도의 메모리 블록에 고정시킵니다

    메모리와 프로세스 관리가 멀티태스킹을 지원하는 방법 (4점 빈출 문제). 메모리 관리는 여러 프로그램을 동시에 메모리에 로드하여 각자가 보호된 영역에 배치하고, 어떤 주소가谁的에게 속하는지를 추적합니다. 프로세스 관리는 프로세서를 공유하여 각 프로세스가 타임 슬라이스만큼 실행되고, OS가 상태를 저장한 후 다음 프로세스로 전환하며, 이 전환 속도가 매우 빠르므로 모든 프로그램이 동시에 실행되는 것처럼 보입니다. 중단은 장치가 주의를 요할 때마다 OS가 프로세스로부터 프로세서를 다시 가져오게 합니다.

    중단. 하드웨어 중단은 장치에서 발생합니다: 키를 누름, 마우스 클릭, 프린터 용지 고갈, 디스크 전송 완료, 전원 단절 등. 소프트웨어 중단은 프로그램에서 발생합니다: 0으로 나누기, 유효하지 않은 명령어, 소유하지 않은 메모리 사용 시도, 또는 OS 서비스 요청 등. OS의 중단 핸들러는 실행 중인 프로세스의 상태를 저장하고, 중단을 처리한 후 프로세스를 복원합니다 (주제 4에서는 FETCH-EXECUTE 세부 사항을 다룹니다).

    유틸리티 소프트웨어

    유틸리티 프로그램은 사용자의 특정 작업을 수행하기보다 컴퓨터를 유지, 수리 또는 최적화하는 시스템 소프트웨어입니다; 시험관은 "성능이나 보안을 향상시키는 구체적인 유지 관리 작업을 수행함"이라는 표현을 인정합니다. 대부분의 OS에는 이러한 프로그램들이 함께 제공됩니다:

    일반적인 유틸리티 프로그램: 안티바이러스, 백업, 파일 압축 및 디스크 디프래그멘테이션
    유틸리티 프로그램: 안티바이러스, 백업, 압축 및 디프래그멘테이션
    • 디스크 포맷터 — 새 디스크를 사용 가능하게 준비하거나(또는 기존 디스크를 지움): 파일 시스템과 파티션을 설정하며, 기존 데이터를 삭제합니다.
    • 바이러스 체크 (안티바이러스) — 파일을 스캔하고 메모리를 검사하며, 코드를 알려진 바이러스 서명 데이터베이스와 비교하고 의심스러운 동작을 감시한 후, 발견된 것을 격리하거나 삭제합니다; 일정에 따라 실행되며 모든 다운로드 시에도 실행되며, 새로운 바이러스가 등장함에 따라 업데이트가 필요합니다.
    • fragmentation 정리 소프트웨어(디스크 디프래그멘터) — 하드 디스크는 사용 가능한 빈 블록에 파일을 저장하므로, 여러 번의 저장 및 삭제 후 파일이 플레터 전체에 산재하게 되며(fragmented), 읽기/쓰기 헤드는 각 조각 사이를 이동해야 합니다. 디프래그멘터는 각 파일의 조각을 옆으로 모으고 자유 공간을 하나의 영역으로 합쳐, 파일을 더 빠르게 로드하고 새 파일이 단편화되지 않도록 합니다. 움직이는 헤드가 없는 SSD에서는 필요 없습니다.
    • 디스크 내용 분석 / 디스크 수리 소프트웨어 — disk 공간 사용 현황(대용량, 중복 또는 임시 파일)을 표시하여 제거할 수 있게 하고, 나쁜 섹터(bad sectors), 분실된 클러스터 및 파일 시스템 오류를 찾아 수리합니다.
    • 파일 압축(compression) — 파일을 작게 만들어 저장 공간 부족을 줄이고 전송 속도를 높이며; 아카이빙은 여러 파일을 하나로 묶습니다.
    • 백업 소프트웨어(backup) — 일정에 따라 파일을 다른 매체(외장 디스크, 네트워크, 클라우드)로 복사하여 데이터 분실, 손상 또는 랜섬웨어 공격 후 복원할 수 있게 합니다; 완전 백업 이후에는 변경된 부분만 백업하는 증분 백업(incremental backups) 이 수행됩니다.
    • 보안 목적의 파이어월(규칙에 따른 네트워크 트래픽 필터링) 및 암호화 도구, 시스템 모니터 및 자동 ** 업데이트**입니다.

    OS와 함께 제공되면 사용자가 각 프로그램을 개별적으로 설치할 필요가 없습니다.

    각 틸리티의 역할. 성능: 디프래그멘터(파일 접근 속도 향상), 디스크 수리(오류가 있는 디스크는 느리거나 고장남), 디스크 내용 분석(불필요한 파일 삭제로 공간 확보), 압축(더 많은 데이터를 디스크에 담음). 보안: 바이러스 체크, 파이어월, 암호화, 백업(랜섬웨어에 대한 유일한 복구 방법). "선 그리기" 유형 문제에서는 각 유틸리티를 정확한 용도와 한 쌍으로 연결해야 하므로 위 쌍과 교육 과정 명칭을 숙지하십시오.

    해설 예제. 디프래그멘테이션이 컴퓨터 성능을 개선하는 원리를 설명하시오 (3점).

    시간이 지날수록 파일은 하드 디스크 전체에 흩어진 블록에 저장되어 읽기 위해 읽기/쓰기 헤드의 여러 이동이 필요합니다. 디프래그멘터는 블록을 재배치하여 각 파일이 연속적으로(contiguously) 저장되고 자유 공간도 모이도록 하며, 이로 인해 파일读取 시 헤드 이동 수가 줄어들어 더 빠르게 로드되고 새 파일은 연속된 공간에 쓸 수 있습니다.

    Explore · ⁨탐색하기⁩

    Where the operating system sits · ⁨운영체제가 위치하는 곳⁩

    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. · ⁨각 계층을 터치하시오. OS는 중간 계층이다. 사용자 애플리케이션과 하드웨어 사이에 위치하여 기계 자원을 안전하게 공유하므로 프로그램은 하드웨어에 직접 접근하지 않는다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    operating system/ˈɒpəreɪtɪŋ ˈsɪstəm/ 운영 체제
    processor/ˈprəʊsesə/ 프로세서
    multitasking/ˈmʌltitæskɪŋ/ 멀티태스킹
    memory management/ˈmeməri ˈmænɪdʒmənt/ 메모리 관리
    memory protection/ˈmeməri prəˈtekʃn/ 메모리 보호
    RAM/ræm/ RAM
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ 보조 저장소
    virtual memory/ˈvɜːtʃuːəl ˈmeməri/ 가상 메모리
    paging/ˈpeɪdʒɪŋ/ 페이지링(paging)입니다.
    process management/ˈprəʊses ˈmænɪdʒmənt/ 프로세스 관리
    process/ˈprəʊses/ 프로세스(process)
    scheduling/ˈʃedjuːlɪŋ/ 스케줄링
    time slice/taɪm slaɪs/ 타임 슬라이스
    device driver/dɪˈvaɪs ˈdraɪvə/ 장치 드라이버
    interrupts/ˈɪntərʌpts/ interrupts
    directory/daɪˈrektəri/ 디렉토리
    access rights/ˈækses raɪts/ 접근 권한
    authentication/ɔːˌθentɪˈkeɪʃn/ 인증
    firewall/ˈfaɪəwɔːl/ 방화벽
    hardware interrupt/ˈhɑːdweə ˈɪntərʌpt/ 하드웨어 인터럽트
    software interrupt/ˈsɒftweə ˈɪntərʌpt/ 소프트웨어 인터럽트
    interrupt handler/ˈɪntərʌpt ˈhændlə/ 인터럽트 핸들러
    utility program/juːˈtɪlɪti ˈprəʊɡræm/ 유티리티 프로그램
    antivirus/ˌæntɪˈvaɪrəs/ 바이러스 차단 프로그램
    backup/ˈbækʌp/ 백업
    compression/kəmˈpreʃn/ 압축(compression)
    disk defragmenter/dɪsk ˌdiːˈfræɡmentə/ 디스크 디프래그먼터
    signatures/ˈsɪɡnɪtʃəz/ 서명
    fragmented/fræɡˈmentɪd/ 파편화된
    incremental backups/ˌɪŋkrɪˈmentl ˈbækʌps/ 증분 백업
    program library/ˈprəʊɡræm ˈlaɪbrəri/ 프로그램 라이브러리
    subroutines/ˈsʌbruːtiːnz/ 서브루틴
    library routines/ˈlaɪbrəri ruːˈtiːnz/ 라이브러리 루틴
    5.1

    Program libraries · ⁨프로그램 라이브러리⁩

    English

    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.

    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).

    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.

    한국어

    프로그램 라이브러리는 사전에 작성된 코드(서브루틴, 클래스, 모듈)로, 프로그래머가 직접 쓰지 않고 재사용하는 것 — 예: 수학 라이브러리, 네트워크 라이브러리, 그래픽 라이브러리 등.

    개발 중인 새로운 프로그램이 수학 라이브러리, 그래픽 라이브러리, 네트워크 라이브러리의 완성된 루틴을 재사용하는 모습
    새로운 프로그램이 라이브러리에서 완성된 루틴을 재사용하는 모습

    장점: 시간 절약(완성된 코드 사용), 신뢰성(잘 검증됨, 널리 사용됨), 표준화(일관된 동작).

    개발자를 위한 시험관의 장점 목록. 라이브러리 루틴은 이미 작성되고 테스트되었으므로 개발 속도가 빠르고 비용이 적으며, 신뢰성이 높고 수많은 프로그램에서 사용되어 오류가 거의 없습니다. 개발자는 해당 분야(그래픽, 압축, 암호화, 경로 탐색 등)에 대한 전문 지식이 필요 없으며, 공통 코드가 한 곳에 있어 유지보수가 쉽고, 팀 전체가 동일한 루틴을 사용하여 일관된 결과를 얻을 수 있습니다. 단점: 특정 루틴이 정확히 필요한 기능을 수행하지 않을 수 있으며 수정할 수도 없습니다. 프로그램이 해당 라이브러리의 가용성, 정확성, 보안에 의존하므로 라이브러리에 버그나 보안 취약점이 있으면 그것은 곧 프로그램의 버그가 됩니다. 또한 호출 방법을 배워야 합니다.

    • **정적 라이브러리(static library)**는 컴파일 시 실행 파일에 복사됩니다(독립적이지만 크기가 크고 업데이트를 위해 다시 컴파일해야 함).
    • 동적 라이브러리(DLL, Dynamic Link Library; .so)는 실행 시 로딩됩니다(실행 파일이 작고 여러 프로그램에서 공유되며, 한 번 업데이트하면 모든 프로그램에 반영됨).
    정적 라이브러리는 컴파일 시 실행 파일에 복사되어 더 큰 독립형 프로그램이 되고, 동적 라이브러리 파일(.dll 또는 .so)은 별도로 존재하며 실행 시 로딩되어 여러 프로그램에서 공유됩니다
    정적: 라이브러리가 실행 파일에 복사됨. 동적: 공유 라이브러리 파일이 실행 시 로딩됨

    동적 링크 라이브러리(DLL) 파일. DLL은 프로그램이 호출할 때만 메모리에 로딩되는 라이브러리로, 실행 시간(run time) 에 작동하며 실행 파일에 복사되지 않고 별도의 파일로 남습니다. 장점: 실행 파일이 작아지고, 여러 실행 중인 프로그램이 메모리의 단일 DLL 사본을 공유하며, DLL을 업데이트(버그 수정, 신규 장치 지원)해도使用该程序无需重新编译,且内存仅在 루틴이 필요할 때 사용됩니다. 단점: DLL이 누락되거나 이동되거나 버전이 잘못되면 프로그램이 실행되지 않으며, 업데이트된 DLL은 이전 동작에 의존하던 프로그램을 고장나게 할 수 있고, 위조 DLL이 대체로 insertion되면 해당 프로그램의 권한으로 실행됩니다.

    해설 예제. 레스토랑 로봇 소프트웨어를 개발하는 팀이 테이블 간 최단 경로를 찾는 루틴이 포함된 프로그램 라이브러리를 사용합니다. 이 팀에게 적용되는 장점 두 가지와 단점 하나를 설명하시오.

    장점: 루틴은 이미 작성되고 테스트되었으므로 팀은 시간을 절약하고 결과의 신뢰성을 기대할 수 있으며, 경로 탐색 알고리즘 자체를 이해할 필요 없이 로봇의 고유 기능 개발에 집중할 수 있습니다. 단점: 루틴이 레스토랑의 정확한 요구사항(의자 이동, 단방향 통로 등)을 처리하지 못할 수 있으며 팀은 이를 수정할 수 없으므로 그 한계를 우회하는 작업을 해야 할 수 있습니다.

    Explore · ⁨탐색하기⁩

    Computing concept lab · ⁨컴퓨팅 개념 실험실⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨구체적인 예시를 그들이 시연하는 컴퓨팅 개념에 따라 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    static library/ˈstætɪk ˈlaɪbrəri/ 정적 라이브러리
    executable/ɪɡˈzekjʊtəbl/ 실행 파일
    dynamic library/daɪˈnæmɪk ˈlaɪbrəri/ 동적 라이브러리
    5.2

    Language translators · ⁨언어 번역기⁩

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    다음에 대한 필요성을 이해하고 있음을 보여주시오: • 어셈블리 언어 프로그램의 번역을 위한 어셈블러 소프트웨어 • 고급 언어 프로그램의 번역을 위한 컴파일러 • 고급 언어 프로그램의 번역 및 실행을 위한 인터프리터
    컴파일러 또는 인터프리터를 사용하는 장단점을 설명하고 각각의 사용을 정당화하시오
    고수준 언어 프로그램은 부분적으로 컴파일되고 부분적으로 해석될 수 있음을 인지하기 (예: Java 콘솔 모드)
    일반적인 **통합 개발 환경(IDE)**에서 발견되는 기능 설명 • 코딩을 위한 기능(컨텍스트 민감 프롬프트 포함) • 초기 오류 감지를 위한 기능(동적 구문 검사 포함) • 표현을 위한 기능(프리프린트(prettyprint), 코드 블록 확장 및 축소 포함) • 디버깅을 위한 기능(싱글 스텝, breakpoints, 즉 변수, 식, 보고서 창 포함)

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    English

    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.

    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.

    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.

    한국어

    출력 소스 코드를 작성하고 컴퓨터는 기계어(machine code) 를 실행합니다. 번역기(translator) 는 이 둘 사이를 변환합니다.

    어셈블러

    어셈블러는 어셈블리 언어를 기계어로 변환합니다: 각(elemetic) 지시문(LDD, ADD, JMP)은 정확히 하나의 기계어 지시문으로 변환되며, 기호 주소와 레이블은 실제 주소로 대체됩니다. 프로세서는 기계어만 실행하므로 어셈블리가 필요하며, 프로그래머가 하드웨어를 직접 제어해야 할 때(임베디드 시스템, 장치 드라이버) 어셈블리를 사용합니다.

    컴파일러

    컴파일러는 고수준 프로그램을 실행 전에 단 한 번 기계어로 변환합니다.

    • 컴파일 시점의 모든 오류를 보고하며, 문제 없이 완료되면 컴파일러가 설치되지 않은 상태에서도 실행 가능한 단일 실행 파일을 생성하여 여러 번 실행할 수 있습니다.
    • 실행 중에는 변환 작업이 없으므로 일반적으로 실행 속도가 빠르지만, 특정 CPU/OS에만 해당하므로 플랫폼마다 재컴파일이 필요합니다.

    2점 설명: 컴파일러는 실행 전고수준 프로그램 전체를 기계어(오브젝트 코드)로 변환하여 실행 파일을 생성하며, 번역 후最後に所有的语法错误作为列表报告합니다. 이程序是执行。

    인터프리터

    인터프리터는 고수준 프로그램을 한 줄씩 변환하여 실행하며, 실행 파일을 생성하지 않습니다.

    • 해당 줄에 도달했을 때 오류를 보고하고 멈춥니다; 수정 후 계속 진행할 수 있으므로 개발에 적합합니다.
    • 프로그램을 실행하려면 인터프리터가 반드시 설치되어 있어야 하며, 일반적으로 속도가 느립니다(매 실행 시 재변환), 그러나 플랫폼 간 이식성이 용이합니다.

    2점 설명: *인터프리터는 고수준 프로그램의 명령 하나를 매번 변환하여 즉시 실행한 다음 다음 단계로 넘어갑니다; 실행 파일이 생성되지 않으며, 처음 encountered 오류에서 멈추고 이를 보고합니다. 프로그램 실행 시마다 소스 코드와 인터프리터가 모두 존재해야 합니다.

    컴파일러는 소스를 한 번만 변환하여 실행 파일로 만들고, 이후 translator가 없는 상태에서 여러 번 실행합니다; 인터프리터는 소스를 한 줄씩 변환 및 실행하며, 매 실행 시에도 동일하게 수행합니다
    컴파일러는 한 번 변환하여 독립적인 프로그램으로 만듭니다; 인터프리터는 한 줄씩 변환하며, 매 실행 시에도 적용됩니다

    선택 기준

    컴파일러 사용 시: 인터프리터 사용 시:
    실행 속도 중요 빠른 편집-실행 사이클 필요
    개발 도구 없는 사용자에게 배포 크로스 플랫폼 스크립트 작성
    프로그램이 여러 번 실행됨 프로그램이 작거나 한 번만 실행됨
    초급자 교육

    장단점: 채점 기준서에 나열된 내용.

    컴파일러 인터프리터
    행 속도 빠름 — 이미 기계어 상태임 느림 — 매 실행 시 번역됨
    사용자에게 필요한 것 실행 파일만 필요; 번역기 불필요, 소스 코드는 비공개 유지 소스 코드와 인터프리터
    오류 발견 전체 프로그램이 번역된 후 모든 오류를 한 번에 표시 개발 중 오류 발생 줄을 즉시 보고함
    코드 변경 변경 후 매번 전체 재컴파일 수정 후 즉시 다시 실행 가능
    이식성 기계어는 특정 플랫폼에서만 실행되며, 플랫폼마다 재컴파일 필요 인터프리터가 있는 곳이라면 동일한 소스 코드가 어디서나 실행 가능

    해설 예제. 개발자가 프로그램을 작성할 때는 인터프리터를 사용하고, 완성된 후에는 컴파일러를 사용합니다. 각 도구를 어떻게 사용하는지 설명하십시오(4 점).

    개발 단계에서 인터프리터는 완전한 번역을 기다리지 않고 작성 중인程序的을 즉시 실행합니다. 오류가 발생하면 해당 줄을 보고하므로, 개발자는 즉시 수정하고 다시 실행하여 빠른 수정-실행 사이클을 형성하며 디버깅이 용이합니다. 프로그램이 완성되면 컴파일러는 전체 프로그램을 더 빠르게 실행 가능한 실행 파일로 번역하며, 사용자의 컴퓨터에는 번역기가 필요 없고 소스 코드도 공개되지 않아 대중에게 판매할 수 있습니다.

    하이브리드: 자바(Java)

    자바는 바이트코드(플랫폼 독립적 중간 형식)로 컴파일되며, 이를 가상 머신(JVM)이 해석하거나 Just-in-Time(JIT) 컴파일을 통해hot parts를 네이티브 코드로 변환합니다. 따라서 초기에 오류를 검출할 수 있으며, JVM이 있는 곳이라면 바이트코드를 어디서나 실행할 수 있어(

    교수요구사항의 표현은 '부분적으로 컴파일되고 부분적으로 해석된다'입니다: 컴파일 단계에서는 문법 오류를 검출하고 작고 이식성을 갖춘 바이트코드를 생성하며, 해석 단계에서는 하나의 바이트코드 파일을 가상 머신이 있는 모든 기기에서 실행할 수 있게 합니다(단, 속도는 다소 떨어집니다). 콘솔 모드(명령줄에서 실행되는 텍스트 프로그램)의 자바가教授的요구사항의 대표 사례입니다.

    자바 소스 코드는 한 번编译되어 플랫폼 독립적 바이트코드(.class)로 변환되며, Windows, macOS 또는 Linux의 JVM이 이를 해석하거나 JIT 컴파일하여 네이티브 코드로 변환
    자바는 이식성 있는 바이트-code으로 컴파일되며 모든 JVM에서 실행됩니다 — 한 번 작성하면 어디서나 실행 가능

    해설 예제. 자바 소스 코드는 바이트코드로 컴파일되고, 이를 JVM이 해석합니다. 왜 기계어로 직접 컴파일하지 않고 두 가지 방식을 모두 사용하는가? 컴파일러는 특정 하나의 프로세서와 운영체제를 위해 기계어를 생성하므로, 한 기기에서 컴파일된 프로그램은 다른 기기에서 실행되지 않습니다. 반면 자바 컴파일러는 가상 머신을 타겟으로 하므로, 생성된 바이트코드는 어디나 동일합니다. 각 플랫폼은 자체 JVM을 제공하여 해당 바이트코드를 자신의 네이티브 명령어로 해석합니다. 따라서 컴파일된 파일 하나면 JVM이 있는 곳이라면 어디서나 실행 가능합니다 —

    Explore · ⁨탐색하기⁩

    The compiler route: source to running program · ⁨컴파일러 경로: 소스 코드부터 실행 가능한 프로그램까지⁩

    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. · ⁨컴파일러가 어떻게 작동하는지를 단계별로 살펴보십시오 — 실행 전에 전체 프로그램을 한 번에 번역합니다. interpreter는 줄 단위로 번역하고 실행하므로 이와 대비하여 설명하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    translator/trænˈsleɪtə/ 번역기
    machine code/məˈʃiːn kəʊd/ 머신 코드
    assembler/əˈsemblə/ 어셈블러
    assembly language/əˈsemblɪ ˈlæŋɡwɪdʒ/ 어셈블리 언어
    compiler/kəmˈpaɪlə/ 컴파일러
    object code/ˈɒbdʒekt kəʊd/ 오브젝트 코드(object code)
    interpreter/ɪnˈtɜːprɪtə/ 인터프리터
    bytecode/ˈbaɪtkəʊd/ 바이트코드
    virtual machine/ˈvɜːtʃuːəl məˈʃiːn/ 가상 머신
    just-in-time compilation/dʒʌst ɪn taɪm ˌkɒmpɪˈleɪʃn/ just-in-time 컴파일
    portable/ˈpɔːtəbl/ 이식성 있는
    integrated development environment/ˈɪntɪɡreɪtɪd dɪˈveləpmənt enˈvaɪrənmənt/ 통합 개발 환경
    5.2

    Integrated Development Environment (IDE) · ⁨통합 개발 환경 (IDE)⁩

    English

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

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

    한국어

    통합 개발 환경(IDE)은 코드를 작성, 테스트 및 디버깅하는 도구를 하나의 애플리케이션으로 통합합니다:

    IDE는 코드 에디터, 실행 버튼, 디버거를 하나의 프로그램으로 결합함 *IDE는 에디터, 실행 버튼, 디버거를 묶음으로 제공합니다

    교수요서는 기능을 네 가지 유형으로 분류합니다. 각 기능이 어떤 유형에 속하는지 학습해야 합니다. 문제에서 이를 분류하라는 지시와 각 그룹에서 하나씩 설명하라는 지시가 있기 때문입니다.

    • 코딩을 위한 기능: 문맥 기반 프롬프트 — 입력 시 IDE가 해당 지점에 적합한 식별자, 키워드 또는 매개변수를 팝업합니다; 자동 완성이 이름을 자동으로 완성해 줍니다; 자동 줄바꿈 및 괄호 매칭은 입력 중 레이아웃이 올바르게 유지되게 합니다.
    • 초기 오류 탐지를 위한 기능: 동적 구문 검사 — 에디터가 입력 중 구문을 확인하여 프로그램이 번역되기 전에 즉시 오류를 하선 처리하거나 강조 표시하며, 번역 후에는 줄 번호가 포함된 오류 메시지를 제공합니다.
    • 표출을 위한 기능: 구문 강조 표시(prettyprint) — 키워드, 식별자, 문자열, 주석이 서로 다른 색상이나 서체로 표시되며(구문 강조), 일관된 줄바꿈을 통해 구조를 한눈에 볼 수 있습니다; 코드 블록 확장 및 축소 — 루프, IF 문, 서브루틴의 본체를 숨겨 개요만 보도록 합니다.
    • 디버깅을 위한 기능: ** breakpoints(중단점)** — 프로그램이 표시된 줄에 도달하면 일시 정지합니다; 단일 스텝(single stepping) — 일시 정지 상태에서 줄 단위로 실행합니다; 변수와 표현식의 현재 값이 변화함에 따라 보여주는 패널; 그리고 오류, 경고, 출력을 나열하는 보고서 창(report window).

    기타 기능: 번역기 통합(한 번의 키 입력으로 컴파일 또는 실행, 인라인 오류 표시), 위 디버깅 기능을 제어하는 디버거, 버전 관리 통합(git), 프로젝트 관리, 도움말 시스템, 리팩토링 도구(안전한 이름 변경) 및 유닛 테스트 통합.

    번호가 매겨진 태그가 표시된 IDE 창: 색상이 있는 키워드(prettyprint), 축소된 코드 블록, 이름 제안을 하는 팝업 프롬프트, 동적 구문 검사로 인한 물결선 하선, 마진의 중단점 점, 단일 스텝 중 현재 줄의 화살표, 변수 패널, 보고서 창 *IDE에는 교수요서에 명시된 명칭들이 화면에서 볼 수 있는 위치에 표시됨

    IDE는 작성 → 실행 → 디버깅 → 수정 과정을 단일 인터페이스 뒤에서 수행함으로써 개발 속도를 높입니다. 일반적인 IDE: Visual Studio, PyCharm, Eclipse, VS Code.

    디버거 워크플로우: 중단점을 설정하고 프로그램을 실행하면 중단점에 도달할 때 일시 정지하여 변수를 조사할 수 있으며, 이후 줄 단위로 스텝하거나 계속 실행함 *디버거: 중단점을 설정하고 실행한 후 변수를 조사하기 위해 일시 정지하며 코드를 줄 단위로 탐색함

    작업 예제. 함수 Calculate()가 프로그램 실행 시 예상치 못한 값을 반환합니다. 일반 IDE의 디버깅 기능이 원인을 찾는 데 어떻게 도움이 되는지 설명하십시오 (4점).

    Calculate()의 첫 줄에 중단점을 설정하여 프로그램이 전체를 실행하지 않고 해당 지점에서 일시 정지하게 합니다. 그런 다음 단일 스텝으로 함수를 줄 단위로 탐색합니다. 각 스텝 후 IDE가 모니터하도록 요청한 변수 및 표현식의 값을 읽고,预期的인 값과 비교합니다. 값이 틀려지는 첫 번째 줄 바로 뒤에 논리 오류가 존재합니다. 보고서 창은 실행 중 오류 메시지 및 지금까지 생성된 출력을 보여줍니다.

    작업 예제. 각 기능을 교수요서 그룹에 배치하십시오: prettyprint, 문맥 기반 프롬프트, 동적 구문 검사, breakpoint, 코드 블록 확장/축소, 보고서 창.

    코딩: 문맥 기반 프롬프트. 초기 오류 탐지: 동적 구문 검사. 표출: prettyprint, 코드 블록 확장/축소. 디버깅: breakpoint, 보고서 창.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    debugger/ˈdiːbʌɡə/ 디버거
    context-sensitive prompts/ˈkɒntekst ˈsensɪtɪv prɒmpts/ 문맥 의존적 프롬프트
    auto-complete/ˈɔːtəʊ kəmˈpliːt/ 자동 완성
    dynamic syntax checks/daɪˈnæmɪk ˈsɪntæks tʃeks/ 동적 구문 검사
    prettyprint/ˈpretɪprɪnt/ 포맷팅(prettyprint)
    syntax highlighting/ˈsɪntæks ˈhaɪlaɪtɪŋ/ 문법 강조 표시
    breakpoints/ˈbreɪkpɔɪnts/ 브레이크포인트
    single stepping/ˈsɪŋɡl ˈstepɪŋ/ 단일 단계 실행
    report window/rɪˈpɔːt ˈwɪndəʊ/ 보고서 창
    version control/ˈvɜːʃn kənˈtrəʊl/ 버전 관리(version control)
    refactoring/rɪˈfæktərɪŋ/ 리팩터링
    unit test/ˈjuːnɪt test/ 단위 테스트
    5.2

    Definitions the examiner accepts · ⁨출제자가 인정하는 정의⁩

    English

    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
    한국어

    정의 문제는 고정된 문구로 채점합니다. 이 내용들을 정확히 외우고, 답은 하나만 제시하십시오.

    용어 정의
    운영 체제 컴퓨터의 하드웨어와 자원을 관리하고 사용자, 응용 프로그램, 하드웨어 사이 인터페이스를 제공하는 소프트웨어
    유틸리티 소프트웨어 컴퓨터를 유지, 최적화 또는 보호하기 위해 특정 작업을 수행하는 시스템 소프트웨어(예: 바이러스 체크기, 디프래그멘터)
    프로그램 라이브러리 사전에 작성되고 검증된_argv(서브루틴, 클래스, 모듈)의 모음으로, 프로그램이 자체적으로 작성하지 않고 사용할 수 있음
    동적 링크 라이브러리(DLL) _argv가 프로그램에 의해 호출될 때만 실행 시간에 메모리에 로드되어 프로그램 간에 공유되는 프로그램 라이브러리
    어셈블러 어셈블리 언어 프로그램을 기계어로 변환하는 번역기(각指令당 one instruction)
    컴파일러 고수준 언어 프로그램을 실행 전에 전체를 기계어로 변환하여 실행 가능한 파일을 생성하는 번역기
    인터프리터 고수준 언어 프로그램을 문장 단위로 번역하고 실행하는 번역기
    통합 개발 환경 프로그램 작성, 번역, 실행, 디버깅을 위한 도구를 제공하는 단일 애플리케이션
    문맥 기반 프롬프트 코드의 현재 지점에 적합한 식별자, 키워드 또는 매개변수를 제안하는 팝업
    동적 구문 검사 코드가 입력되는 동안 구문을 확인하고 프로그램이 번역되기 전에 오류를 알림
    prettyprint 키워드, 식별자, 주석을 서로 다른 색상이나 서체로 표시하고 일관된 줄바꿈을 적용하여 코드 표시
    breakpoint 변수를 조사할 수 있도록 실행 중인 프로그램이 일시 정지하는 표시된 줄
    단일 스텝 프로그래머의 통제 아래 일시 정지된 프로그램을 문장 단위로 실행
    5.2

    Exam tips · ⁨시험 팁⁩

    English
    • 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.
    한국어
    • syllabus 명칭(메모리, 프로세스, 하드웨어, 파일 및 보안 관리)으로 OS의 역할을 나열하고 각 역할이 구체적으로 무엇을 하는지 설명하십시오. 단순히 "리소스를 관리한다"는 설명만으로는 너무 모호합니다.
    • 컴파일러 vs 인터프리터 vs 어셈블러를 비교하십시오: 각각 무엇을 번역하며, 언제 번역하는지, 그리고 오류가 어떻게 보고되는지를 설명하십시오.
    • IDE가 제공하는 기능을 syllabus 그룹(코딩, 초기 오류 감지, 표시, 디버깅)을 사용하여 설명하십시오.
    • '개발자에게 이점이 있다'는 답은 개발자의 절감 요소를 언급해야 합니다: 시간, 비용, 전문 지식, 신뢰성 또는 유지보수. '단점'은 의존성을 언급해야 합니다: 가용성, 버전, 호환성, 보안.
    • '번역기의 작동 방식 설명' 문제에서는 세 가지 사항을 제시해야 합니다: 무엇을 번역하는지(전체 프로그램 또는 한 문장), 언제 하는지(실행 전 또는 실행 중), 오류가 어떻게 보고되는지(한 번에 모두 또는 첫 번째 오류 시).

    흔한 실수

    • 'OS가 컴퓨터를 제어한다'거나 '리소스를 관리한다'고만 적고 구체적인 작업 예시가 없는 경우. 각 점수는 명칭된 작업 하나와 그 기능이 포함되어야 합니다.
    • 인터프리터가 '줄为单位로 컴파일한다'고 말하는 것은 틀렸습니다. 인터프리터는 각 문장을 번역하고 동시에 실행하며, 실행 파일을 생성하지 않습니다.
    • 컴파일러가 프로그램을 실행한다고 말하는 것은 틀렸습니다. 컴파일러는 단순히 번역할 뿐이며, 생성된 실행 파일은 나중에 컴파일러 없이 개별적으로 실행됩니다.
    • DLL을 실행 파일 "내부"에 넣는 것. 즉, 이는 정적 라이브러리입니다. DLL은 실행 시 로딩되는 별도의 파일로 남아야 합니다.
    • 디프래그멘테이션이 파일을 "삭제"하거나 "압축"하며, SSD에서도 필요하다고 설명하는 것은 틀렸습니다. 디프래그멘테이션은 각 파일이 연속적으로 저장되도록 블록만 이동할 뿐입니다.
    • "디버깅" 아래에서prettyprint(포맷팅)이나 블록을 압축하는 것을 기록하는 것은 틀렸습니다. 이들은 표시 방식의 기능이며, 디버깅은 브레이크 포인트, 스텝 스ینگ(단일 실행), 변수 감시 및 리포트 창을 의미합니다.
  • 6

    Security, privacy and data integrity · ⁨보안, 개인정보 보호 및 데이터 무결성⁩

    Watch lesson · ⁨수업 보기⁩
    6.1

    Security, privacy and integrity — three different ideas

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    보안, 개인정보 보호, 데이터 무결성이라는 용어의 차이를 설명하시오
    데이터 보안과 컴퓨터 시스템 보안 모두의 필요성을 인정하고 있음을 보여주시오
    독립형 PC부터 컴퓨터 네트워크에 이르기까지 컴퓨터 시스템을 보호하도록 설계된 보안 조치 설명 사용자 계정, 비밀번호, 디지털 서명 및 생체 인식과 같은 인증 기술, 파이어월, 방독软件, anti-spyware, 암호화 포함
    네트워크와 인터넷이Computer 및 데이터 보안에 위협하는 요인에 대한 이해 표시 말웨어(malware)(바이러스, spyware), 해커, 피싱(phishing), 파밍(pharming) 포함
    위협으로 인한 위험을 제한하는 데 사용할 수 있는 방법을 설명하시오
    데이터 보안을 보호하기 위한 설계된 보안 방법 설명 암호화, 접근 권한 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Risk and responsibility lab · ⁨위험 및 책임 실험실⁩

    Sort examples by the rule, risk or protection involved. · ⁨관련된 규칙, 위험 또는 보호 조항에 따라 예제를 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    security/sɪˈkjʊərɪti/ 보안
    privacy/ˈprɪvəsi/ privacy
    integrity/ɪnˈteɡrɪti/ 무결성
    unauthorised/ʌnˈɔːθəraɪzd/ 불인가
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    malware/ˈmælweə/ 악성 코드
    ransomware/ˈrænsəmweə/ 랜섬웨어
    networks/ˈnetwɜːks/ 네트워크
    man-in-the-middle/mæn ɪnðə ˈmɪdl/ 맨 인 더 미들
    virus/ˈvaɪrəs/ 바이러스(virus)
    worm/wɜːm/ Worm
    Trojan horse/ˈtrəʊdʒn hɔːs/ 트로이마
    spyware/ˈspaɪweə/ 스파이웨어
    adware/ˈædweə/ 애드웨어
    phishing/ˈfɪʃɪŋ/ 피싱
    pharming/ˈfɑːmɪŋ/ 포밍(pharming)
    social engineering/ˈsəʊʃl ˌendʒɪˈnɪərɪŋ/ 사회 공학
    hacking/ˈhækɪŋ/ 해킹
    hackers/ˈhækəz/ 해커
    denial of service/dɪˈnaɪəl ɒv ˈsɜːvɪs/ 서비스 거부(Denial of Service)
    eavesdropping/ˈiːvzdrɒpɪŋ/ 도청
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    firewall/ˈfaɪəwɔːl/ 방화벽
    encryption/enˈkrɪpʃn/ encryption
    backup/ˈbækʌp/ 백업
    user accounts/ˈjuːzə əˈkaʊnts/ 사용자 계정
    audit logs/ˈɔːdɪt lɒɡz/ 감사 로그
    VPN/ˌviː piː ˈen/ VPN
    digital signatures/ˈdɪdʒɪtl ˈsɪɡnɪtʃəz/ 디지털 서명
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    two-factor authentication/tuː ˈfæktə ɔːˌθentɪˈkeɪʃn/ 이중 인증
    authentication/ɔːˌθentɪˈkeɪʃn/ 인증
    anti-spyware/ˈænti ˈspaɪweə/ 안티 스파웨어
    authorisation/ˌɔːθəraɪˈzeɪʃn/ 권한 부여
    least-privilege/liːst ˈprɪvɪlɪdʒ/ 최소 권한 원칙
    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 · ⁨탐색하기⁩

    Encrypt with a Caesar cipher · ⁨Caesar 암호로 암호화⁩

    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. · ⁨이동(shift)을 변경하는 것이 열쇠(key)입니다. 각 문자는 알파벳 상에서 그만큼 이동하여 ciphertext를 만들고, 동일한 열쇠로 다시 되돌립니다. 이 공유 열쇠는 미시적 대칭 암호화입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    ciphertext/ˈsaɪfətekst/ 암호문
    access rights/ˈækses raɪts/ 접근 권한
    biometrics/ˌbaɪəʊˈmetrɪks/ 생체 인식(biometrics)
    private key/ˈpraɪvət kiː/ 개인키
    public key/ˈpʌblɪk kiː/ 公开 키
    plaintext/ˈpleɪntekst/ 평문
    Symmetric encryption/sɪˈmetrɪk enˈkrɪpʃn/ 대칭 암호화(Symmetric encryption)
    asymmetric encryption/ˌeɪsɪˈmetrɪk enˈkrɪpʃn/ 비대칭 암호화
    access control/ˈækses kənˈtrəʊl/ access control
    6.2

    Data integrity

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    데이터 검증과 데이터 확인이 데이터 무결성을 보호하는 방법을 설명하시오
    데이터 검증(data validation) 방법을 설명하고 적용 범위 확인(range check), 양식 확인(format check), 길이 확인(length check), 존재 확인(presence check), 유형 확인(existence check), 한계 확인(limit check), 체크 디ジット(check digit) 포함
    데이터 입력 및 전송 중 데이터 검증(datab verification) 방법을 설명하고 적용 데이터 입력 시 시각적 확인, 이중 입력(double entry). 데이터 전송 시 패리티 체크(parity check)(바이트 및 블록), 체크섬(checksum) 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Computing concept lab · ⁨컴퓨팅 개념 실험실⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨구체적인 예시를 그들이 시연하는 컴퓨팅 개념에 따라 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    validation/ˌvælɪˈdeɪʃn/ 검증
    verification/ˌverɪfɪˈkeɪʃn/ 확인
    check digit/tʃek ˈdɪdʒɪt/ 검증 숫자
    parity check/ˈpærɪti tʃek/ 패리티 체크
    checksum/ˈtʃeksəm/ 체크섬
    cyclic redundancy check/ˈsaɪklɪk rɪˈdʌndənsi tʃek/ 순환冗余검출
    parity block check/ˈpærɪti blɒk tʃek/ 패리티 블록 검출
    Watch lesson · ⁨수업 보기⁩
    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 · ⁨윤리와 소유권⁩

    Watch lesson · ⁨수업 보기⁩
    7.1

    Ethics for computing professionals

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    컴퓨팅 전문가로서 윤리가 필요한 이유와 그 목적에 대한 이해 BCS(영국컴퓨터학회), IEEE(전기전자공학협회)와 같은 전문 윤리 기구 가입의 중요성 이해
    주어진 상황에 대해 윤리적으로 행동해야 하는 필요성과 윤리적 또는 비윤리적 행동이 미치는 영향에 대한 이해
    저작권 법령이 필요한 이유에 대한 이해
    다양한 종류의 소프트웨어 라이선스에 대한 이해 및 주어진 상황에 대한 라이선스 사용 정당화 Free Software Foundation, Open Source Initiative, ascadeware, 상용 소프트웨어를 포함한 라이선스
    인공지능(AI)에 대한 이해 AI의 영향, 즉 사회, 경제, 환경 문제 등에 대한 이해
    AI의 응용 분야 이해

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

    A wall of CCTV monitors in a control room
    CCTV raises privacy concerns — one of the ethical issues a computing professional must weigh
    A pile of discarded electronic equipment
    Discarded electronics (e-waste) are a growing environmental cost of computing
    A hub diagram with public wellbeing at the centre, linked to health and safety concerns, the public interest, benefits to the public and concerns of the public
    Software development affects the public's wellbeing in several ways

    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.

    Explore · ⁨탐색하기⁩

    Risk and responsibility lab · ⁨위험 및 책임 실험실⁩

    Sort examples by the rule, risk or protection involved. · ⁨관련된 규칙, 위험 또는 보호 조항에 따라 예제를 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    ethics/ˈeθɪks/ 윤리
    privacy/ˈprɪvəsi/ privacy
    confidentiality/ˌkɒnfɪˌdenʃiˈæləti/ 비밀보장
    conflicts of interest/ˈkɒnflɪkts ɒv ˈɪntrest/ 이해상충
    intellectual property/ˌɪntəˈlektʃuːəl ˈprɒpəti/ 지적재산권
    code of conduct/kəʊd ɒv ˈkɒndʌkt/ 행동 강령
    7.1

    Copyright

    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.

    Copyright is automatic with no registration and lasts about 70 years after the creator's death, covering code, images and documents; a patent must be filed and lasts about 20 years, covering inventions and algorithms
    Copyright is automatic and long-lasting; a patent must be filed and lasts about 20 years
    Explore · ⁨탐색하기⁩

    Risk and responsibility lab · ⁨위험 및 책임 실험실⁩

    Sort examples by the rule, risk or protection involved. · ⁨관련된 규칙, 위험 또는 보호 조항에 따라 예제를 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    copyright/ˈkɒpɪraɪt/ 저작권
    patent/ˈpeɪtənt/ 특허
    7.1

    Software licences

    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
    A decision tree for choosing a licence: if you want to sell it or keep control, choose commercial; otherwise if you share the source code, choose open-source; otherwise if it is free forever, choose freeware, else shareware (a free trial then pay)
    Choosing a licence from the developer's goal

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    software licence/ˈsɒftweə ˈlaɪsəns/ 소프트웨어 라이선스
    proprietary/prəˈpraɪətəri/ 독점
    open-source/ˈəʊpən sɔːs/ 오픈소스
    copyleft/ˈkɒpɪleft/ 코피레프트
    freeware/ˈfriːweə/ 프리웨어
    shareware/ˈʃeəweə/ ascadeware(공유 소프트웨어)
    7.1

    Artificial Intelligence (AI)

    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.

    Reading a foreign label aloud: the camera image goes to OCR to find the words, then to machine translation, then to text-to-speech for the audio
    A common scenario: OCR → machine translation → text-to-speech reads a foreign label aloud

    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.
    Biased training data leads the model to learn the bias, which then produces unfair decisions such as in hiring or lending
    How bias gets into AI: biased data → a biased model → unfair decisions

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

    Explore · ⁨탐색하기⁩

    Computing concept lab · ⁨컴퓨팅 개념 실험실⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨구체적인 예시를 그들이 시연하는 컴퓨팅 개념에 따라 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    bias/ˈbaɪəs/ bias
    artificial intelligence/ˌɑːtɪˈfɪʃl ɪnˈtelɪdʒəns/ 인공지능
    machine learning/məˈʃiːn ˈlɜːnɪŋ/ 머신러닝
    Deep learning/diːp ˈlɜːnɪŋ/ 딥러닝
    neural networks/ˈnjuːrəl ˈnetwɜːks/ 신경망
    speech recognition/spiːtʃ ˌrekəɡˈnɪʃn/ 음성 인식
    image recognition/ˈɪmɪdʒ ˌrekəɡˈnɪʃn/ 이미지 인식
    machine translation/məˈʃiːn trænˈsleɪʃn/ 기계 번역
    recommendation systems/ˌrekəmenˈdeɪʃn ˈsɪstəmz/ 추천 시스템
    autonomous vehicles/ɔːˈtɒnəməs ˈvɪəklz/ 자율 주행 차량
    optical character recognition/ˈɒptɪkl ˈkærɪktə ˌrekəɡˈnɪʃn/ 광학문자인식
    text-to-speech/tekst tə spiːtʃ/ 텍스트-음성 변환
    7.1

    Definitions the examiner accepts

    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
    7.1

    Exam tips

    • 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.
  • 8

    Databases · ⁨데이터베이스⁩

    Watch lesson · ⁨수업 보기⁩
    8.1

    File-based storage and its limits

    Syllabus
    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

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    flat files/flæt faɪlz/ 플랫 파일
    data redundancy/ˈdeɪtə rɪˈdʌndənsi/ 데이터 중복성
    data inconsistency/ˈdeɪtə ˌɪnkənˈsɪstənsi/ 데이터 일관성 부재
    integrity/ɪnˈteɡrɪti/ 무결성
    relational database/rɪˈleɪʃənl ˈdeɪtəbeɪs/ 관계형 데이터베이스
    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 · ⁨탐색하기⁩

    Read a relational table with SELECT · ⁨SELECT를 사용하여 관계형 테이블 읽기⁩

    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. · ⁨관계형 테이블은 행(레코드)과 열(필드)로만 구성됩니다. WHERE는 조건에 맞는 행을 유지하고, SELECT는 요청한 열만 남깁니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    field/fiːld/ 장(field)으로 treat 한다
    table/ˈteɪbl/ 표
    entity/ˈentɪti/ 엔티티
    record/ˈrekɔːd/ 레코드
    tuple/ˈtuːpl/ 튜플
    attribute/ˈætrɪbjuːt/ 속성
    primary key/ˈpraɪməri kiː/ 주키
    foreign key/ˈfɒrən kiː/ 외부 키
    composite key/ˈkɒmpəzɪt kiː/ 복합 키
    candidate key/ˈkændɪdeɪt kiː/ 후보 키
    secondary key/ˈsekəndəri kiː/ 부키
    indexing/ˈɪndeksɪŋ/ 색인화
    referential integrity/ˌrefəˈrenʃl ɪnˈteɡrɪti/ 참조 무결성
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    entity-relationship diagram/ˈentɪti rɪˈleɪʃənʃɪp ˈdaɪəɡræm/ 엔티티-관계도
    cardinality/ˌkɑːdɪˈnælɪti/ 카디널리티
    one-to-many/wʌn tə ˈmeni/ 일대다
    link table/lɪŋk ˈteɪbl/ 연결 표
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    normalisation/ˌnɔːməlaɪˈzeɪʃn/ 정규화
    normal forms/ˈnɔːml fɔːmz/ 정규형
    atomic/əˈtɒmɪk/ 원자
    transitive dependency/ˈtrænsɪtɪv dɪˈpendənsi/ 종속 관계
    partial dependency/ˈpɑːʃl dɪˈpendənsi/ 부분 종속성
    8.2

    Database Management System (DBMS)

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    파일 기반 방식의 문제를 해결하기 위해 **데이터베이스 관리 시스템(DBMS)이 제공하는 기능에 대한 이해 다음 포함: • 데이터 관리, 데이터 사전 유지 포함 • 데이터 모델링 • 논리적 스키마 • 데이터 무결성 • 데이터 보안, 백업 절차 및 사용자 개인/그룹에 대한 접근 권한 사용 포함
    DBMS 내 소프트웨어 도구들이 실제 어떻게 사용되는지 이해 다음 포함: • 개발자 인터페이스 • 쿼리 프로세서의 사용 및 목적

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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
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    Database service lab · ⁨데이터베이스 서비스 실험실⁩

    Watch how a DBMS turns a query into safe shared data access. · ⁨DBMS가 질문을 안전한 공유 데이터 접근으로 변환하는 과정을 확인하십시오.⁩

    Explore · ⁨탐색하기⁩

    Database service lab · ⁨데이터베이스 서비스 실험실⁩

    Watch how a DBMS turns a query into safe shared data access. · ⁨DBMS가 질문을 안전한 공유 데이터 접근으로 변환하는 과정을 확인하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    DBMS/ˌdiː biː em ˈes/ DBMS
    data dictionary/ˈdeɪtə ˈdɪkʃənəri/ 데이터 사전
    concurrent access/kənˈkʌrənt ˈækses/ 동시 접근
    transactions/trænˈsækʃnz/ 트랜잭션
    backup/ˈbækʌp/ 백업
    views/vjuːz/ 조회수
    data management/ˈdeɪtə ˈmænɪdʒmənt/ 데이터 관리
    data modelling/ˈdeɪtə ˈmɒdəlɪŋ/ 데이터 모델링
    logical schema/ˈlɒdʒɪkl ˈskiːmə/ 논리적 스키마
    data integrity/ˈdeɪtə ɪnˈteɡrɪti/ 데이터 무결성
    data security/ˈdeɪtə sɪˈkjʊərɪti/ 데이터 보안
    query processor/ˈkwɪərɪ ˈprəʊsesə/ 쿼리 프로세서
    developer interface/dɪˈveləpə ˈɪntəfeɪs/ 개발자 인터페이스(developer interface)
    authentication/ɔːˌθentɪˈkeɪʃn/ 인증
    8.3

    DDL and DML

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    DBMS가 모든 데이터베이스 구조 생성/수정을 **데이터 정의 언어(DDL)를 통해 수행함을 이해
    DBMS가 모든 쿼리 및 데이터 유지를 DML을 통해 수행함을 이해
    DDL 및 DML 모두 산업 표준이 **Structured Query Language(SQL)임을 이해 주어진 SQL 문장 이해
    주어진 **SQL(DDL) 문장을 이해하고 간단한 **SQL(DDL) 문장 작성이 가능하도록 함 (문장 하위 집합 사용) 데이터베이스 생성(CREATE DATABASE) 테이블 정의 생성(CREATE TABLE), 적절한 데이터 타입을 가진 속성 생성 포함: • CHARACTER • VARCHAR(n) • BOOLEAN • INTEGER • REAL • DATE • TIME 테이블 정의 변경(ALTER TABLE) 테이블에 주키 추가(PRIMARY KEY (필드)) 테이블에 외부키 추가(FOREIGN KEY (필드) REFERENCES 테이블 (필드))
    (최대 두 개의) 데이터베이스 테이블에 저장된 데이터를 조회하거나 수정하는 SQL 스크립트 작성 (DML) SELECT... FROM, WHERE, ORDER BY, GROUP BY, INNER JOIN, SUM, COUNT, AVG를 포함한 쿼리
    데이터 유지 관리 including INSERT INTO, DELETE FROM, UPDATE

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

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    Stitch two tables with INNER JOIN · ⁨INNER JOIN으로 두 테이블을 연결(stitch)⁩

    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. · ⁨외래 키가 primary key와 일치하는 행을 매칭합니다 — 여기서는 Orders.CustomerID = Customer.CustomerID — 각 매칭 쌍을 하나의 더 넓은 행으로 결합합니다.⁩

    Explore · ⁨탐색하기⁩

    SELECT … WHERE

    Step through a query: WHERE keeps the rows that match, then SELECT picks the columns you asked for. · ⁨Queries를 단계별로 진행하세요: WHERE는 일치하는 행을 유지하고, SELECT는 요청한 열을 선택합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    query/ˈkwɪərɪ/ 쿼리
    SQL/ˌes kjuː ˈel/ SQL
    join/dʒɔɪn/ join
    Data Definition Language/ˈdeɪtə ˌdefɪˈnɪʃn ˈlæŋɡwɪdʒ/ 데이터 정의 언어
    Data Manipulation Language/ˈdeɪtə məˌnɪpjʊˈleɪʃn ˈlæŋɡwɪdʒ/ 데이터 조작 언어
    aggregate functions/ˈæɡrɪɡeɪt ˈfʌŋkʃnz/ 집계 함수
    Watch lesson · ⁨수업 보기⁩
    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 · ⁨알고리즘 설계와 문제 해결⁩

    Watch lesson · ⁨수업 보기⁩
    9.1

    Computational thinking

    Syllabus
    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)
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    추상화에 대한 이해 추상화 사용의 필요성 및 혜택 추상화의 목적 설명 필수 정보만 포함하여 시스템의 추상 모델 작성
    분해 설명 및 활용 문제를 하위 문제로 분해하여 프로그램 모듈(절차/함수) 개념 유도

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Solving a problem the computational way · ⁨컴퓨팅 방식으로 문제를 해결⁩

    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. · ⁨네 가지 기둥을 사용할 순서에 따라 단계별로 진행하십시오 — 문제를 분해하고, 반복되는 부분을 찾아내며, 필수 요소만 남기고, سپس 단계를 작성하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    computational thinking/ˌkɒmpjuːˈteɪʃənl ˈθɪŋkɪŋ/ 계산적 사고
    abstraction/əbˈstrækʃn/ 추상화
    decomposition/ˌdiːkɒmpəˈzɪʃn/ 분해
    sub-problem/sʌb ˈprɒbləm/ 서브 문제
    procedure/prəˈsiːdʒə/ 절차
    modules/ˈmɒdjuːlz/ 모듈
    9.2

    Algorithms

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    알고리즘이 정의된 단계의 순서로 표현된 문제 해결책임을 이해
    문제가 사용하는 데이터를 표현하기 위한 적절한 식별자 이름 사용 및 식별자 표를 통해 표시
    입력, 처리, 출력을 포함하는 가상의 코드 작성
    순서, 선택, 반복이라는 세 가지 기본 구성 요소를 사용하는 가상의 코드 작성
    단순한 알고리즘을 구조화된 영어 설명, 플로우 차트 또는 가상의 코드로 문서화
    다음으로부터 가상의 코드 작성: • 구조화된 영어 설명 • 플로우 차트
    다음으로부터 플로우 차트 그리기: • 구조화된 영어 설명 • 가상의 코드
    단계적 정교화 과정을 설명하고 사용하여 작업이 프로그래밍 가능한 수준의 디테일로 알고리즘 표현
    논리 문을 사용하여 알고리즘 해법의 일부 정의

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Selection: follow the IF / ELSE branches · ⁨선택: IF / ELSE 분기를 따르십시오.⁩

    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. · ⁨점수를 드래그하여 어떤 분기가 실행되는지 확인하십시오. 선택 구조는 각 조건을 순서대로 테스트하며, 첫 번째로 참인 조건을 선택합니다 — 이것이 IF … ELSE IF … ELSE가 작동하는 방식입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    algorithm/ˈælɡərɪθəm/ 알고리즘
    unambiguous/ʌnæmˈbɪɡjuːəs/ 모호하지 않은
    deterministic/dɪˌtɜːmɪˈnɪstɪk/ 결정론적(deterministic)
    Watch lesson · ⁨수업 보기⁩
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    identifier table/aɪˈdentɪfaɪə ˈteɪbl/ 식별자 표
    identifier/aɪˈdentɪfaɪə/ 식별자
    variable/ˈveərɪəbl/ 变量
    data type/ˈdeɪtə taɪp/ 데이터 타입
    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 · ⁨탐색하기⁩

    IF … ELSE selection · ⁨IF … ELSE 선택⁩

    Change the value and watch which branch runs — how a program makes a decision. · ⁨값을 변경하면 어떤 분기가 실되는지 보십시오—프로그램이 결정을 내리는 방법입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    sequence/ˈsiːkwəns/ 순서(시퀀스)
    pseudocode/ˈsuːdəʊkəʊd/ 가짜 코드(pseudocode)
    selection/sɪˈlekʃn/ 선택
    iteration/ˌɪtəˈreɪʃn/ 반복(iteration)
    loop/luːp/ 循环
    count-controlled loop/kaʊnt kənˈtrəʊld luːp/ 카운트 제어 루프
    pre-condition loop/priː kənˈdɪʃn luːp/ 사전 조건 루프
    post-condition loop/pəʊst kənˈdɪʃn luːp/ 사후 조건 루프
    assignment/əˈsaɪnmənt/ 과제 배정
    concatenation/kənˌkætəˈneɪʃn/ 연결 concat
    initialise/ɪˈnɪʃəlaɪz/ initialize
    counter/ˈkaʊntə/ counter(반례)
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    flowchart/ˈfləʊtʃɑːt/ 플로우차트
    structured English/ˈstrʌktʃəd ˈɪŋɡlɪʃ/ 구조화 영어
    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 · ⁨탐색하기⁩

    Stepwise refinement: outline to code · ⁨단계적 세분화: 초안부터 코드까지⁩

    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. · ⁨수준을 내려갑니다. 전체 작업을 한 줄로 시작하여 각 단계를 작은 부분으로 계속 확장합니다 — 모든 단계가 직접 코딩할 만큼 단순해질 때까지.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    stepwise refinement/ˈstepwaɪz rɪˈfaɪnmənt/ 단계적 세분화
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    Boolean/ˈbuːlɪən/ Boolean
    logic statement/ˈlɒdʒɪk ˈsteɪtmənt/ 논리 문장
    precedence/ˈpresɪdəns/ 우선순위
    De Morgan's law/də ˈmɔːɡənz lɔː/ 데摩根의 법칙
    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 · ⁨데이터 유형과 구조⁩

    Watch lesson · ⁨수업 보기⁩
    10.1

    Choosing data types

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    문제 해결에 적합한 데이터 유형을 선택하고 사용함 정수(int), 실수(real), char, 문자열(string), 부울리안(Boolean), 날짜(date) 포함 (가위법에서는 다음 데이터 유형을 사용: INTEGER, REAL, CHAR, STRING, BOOLEAN, DATE, ARRAY, FILE)
    하나의 식별자 아래 서로 다른 데이터 유형의 데이터 세트를 저장하기 위한 **레코드 구조(record structure)**의 목적에 대해 이해함 가위법으로 레코드 구조를 정의하는 문장을 작성함
    레코드 구조에서 데이터를 읽거나 레코드 구조에 데이터를 저장하기 위한 가위문(pseudocode) 작성

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    data type/ˈdeɪtə taɪp/ 데이터 타입
    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
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    A record groups fields under one name · ⁨레코드는 여러 필드를 하나의 이름 아래에 묶습니다⁩

    A record bundles related fields together. Each field is a named label you reach with dot notation — Item1.Category — not by a numeric index. · ⁨레코드는 관련 있는 필드들을 묶습니다. 각 필드는 점 표기법(dot notation) — Item1.Category — 으로 접근할 수 있는 명명된 라벨이며, 숫자 인덱스로는 접근할 수 없습니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    record/ˈrekɔːd/ 레코드
    record structure/ˈrekɔːd ˈstrʌktʃə/ 레코드 구조
    field/fiːld/ 장(field)으로 treat 한다
    10.2

    Arrays

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    **배열(Data)**과 관련된 기술 용어를 사용함 인덱스(index), 상한(upper bound) 및 하한(lower bound) 포함
    주어진 작업에 사용할 적절한 데이터 구조(1D 또는 2D 배열)를 선택함
    1D 및 2D 배열에 대한 가위법 문장을 작성함
    배열 데이터 처리를 위한 가위법 문장을 작성함 **버블 정렬(bubble sort)**을 사용한 정렬, **선형 검색(linear search)**을 사용한 검색

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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
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    A 2-D array · ⁨2차원 배열⁩

    Pick a row and column to read one element — how a grid of data is stored and indexed. · ⁨특정 행과 열을 선택하여 한 요소를 읽습니다—데이터 격자가 저장되고 색인되는 방식입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    index/ˈɪndeks/ インデックス
    array/əˈreɪ/ 배열 (array)
    element/ˈelɪmənt/ 원소
    bounds/baʊndz/ bounds
    dimension/daɪˈmenʃn/ 차원
    lower bound/ˈləʊə baʊnd/ 하한
    upper bound/ˈʌpə baʊnd/ 상한
    linear search/ˈlɪnɪə sɜːtʃ/ 선형 검색(linear search)
    bubble sort/ˈbʌbl sɔːt/ 버블 정렬
    10.3

    Files

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    **파일(File)**이 필요한 이유에 대해 이해함
    한 줄 이상의 텍스트 파일을 처리하기 위한 가위법 문장을 작성함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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
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    Handling a file: open → use → close · ⁨파일 처리: 열기 → 사용 → 닫기⁩

    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. · ⁨모든 파일이 따르는 수명 주기를 단계별로 살펴보십시오. 루프 중 읽기 시 EOF를 테스트하고, 항상 마지막에 닫는 것 등 두 가지는 자주 잊어버립니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    file/faɪl/ 파일
    secondary storage/ˈsekəndəri ˈstɔːrɪdʒ/ 보조 저장소
    text file/tekst faɪl/ 텍스트 파일
    end of file/end ɒv faɪl/ 파일 끝
    separator/ˈsepəreɪtə/ 구분자
    10.4

    Abstract Data Types (ADTs)

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    ADT가 데이터의 집합과 해당 데이터에 대한 연산들의 집합임을 이해함
    스택(stack), 큐(queue) 및 **연결リスト(linked list)**가 ADT의 예임을 이해함 스택, 큐, 연결리스트의 핵심 특성을 서술하고 주어진 상황에它们的使用의 필요성을 정당화함
    스택, 큐 및 연결리스트를 사용하여 데이터를 저장함 응시자는 이러한 구조에 대한 **가위법(pseudocode)**을 작성할 필요는 없으나,这些数据从这些结构中添加、编辑和删除的能力应被要求
    **数组(Data)**를 사용하여 큐, 스택 및 연결리스트를 구현하는 방법을 서술함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

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    A linked list: nodes joined by pointers · ⁨연결リスト: 포인터로 연결된 노드들⁩

    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. · ⁨각 노드는 값과 다음 노드를 가리키는 포인터를 저장합니다. 삽입이나 삭제는 단순히 포인터를 재연결할 뿐이며, 배열과는 달리 요소들이 이동하지 않습니다.⁩

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    Stacks and queues · ⁨스택과 큐⁩

    Push and pop. A stack is last-in-first-out; a queue is first-in-first-out — two key ADTs. · ⁨push와 pop. 스택은 Last-In-First-Out(LIFO), 큐는 First-In-First-Out(FIFO)—두 가지 핵심 ADT입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    stack/stæk/ 스택
    push/pʊʃ/ 밀어내는 요인
    Abstract Data Type/ˈæbstrækt ˈdeɪtə taɪp/ 추상 데이터 타입
    linked list/lɪŋkt lɪst/ 연결 리스트
    pointer/ˈpɔɪntə/ 포인터
    queue/kjuː/ 队列
    LIFO/ˈlaɪfəʊ/ LIFO
    FIFO/ˈfaɪfəʊ/ FIFO
    pop/pɒp/ pop
    enqueue/enˈkjuː/ enqueue
    dequeue/diːˈkjuː/ dequeue
    node/nəʊd/ 노드
    traverse/trəˈvɜːs/ traversing (방문/탐색)
    Watch lesson · ⁨수업 보기⁩
    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 · ⁨탐색하기⁩

    Implementing ADTs with arrays · ⁨배열을 사용하여 ADT 구현⁩

    FIFO

    A queue is first-in-first-out — enqueue at the back, dequeue from the front. · ⁨큐는 FIFO(선입선출)입니다 — 뒤쪽에서 enqueue하고, 전면에서 dequeue합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    free list/friː lɪst/ 프리 리스트
    overflow/ˌəʊvəˈfləʊ/ 오버플로우(Overflow)
    underflow/ˌʌndəˈfləʊ/ 언더플로우(underflow)
    circular array/ˈsɜːkjʊlə əˈreɪ/ 순환 배열
    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 · ⁨프로그래밍⁩

    Watch lesson · ⁨수업 보기⁩
    11.1

    Programming basics

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    프로그램 흐름도(program flowchart) 또는 **구조화 영어(structured English)**로 제시된 주어진 설계로부터 **가위법(pseudocode)**을 구현하고 작성함
    가상코드 문장을 작성하시오: • 상수의 선언 및 초기화 • 변수의 선언 • 변수에 값 할당 • 키보드로 입력된 수학적 또는 논리적 연산자를 사용하는 식을 콘솔로 출력
    내장 함수와 라이브러리_argv를 사용함 가상코드 가이드에 명시되지 않은 모든 함수는 제공됨. 문자열 조작 함수는 항상 제공됨

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    Lines of source code on a dark screen
    Programming turns a design into instructions written as code
    A programmer working at a computer
    A programmer writes the code and tests it as they go

    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.
    A mapping from flowchart symbols to pseudocode: an input/output parallelogram becomes INPUT or OUTPUT, a decision diamond becomes IF...THEN or CASE, a process box becomes an assignment x = expression, and a loop arrow becomes WHILE, FOR or REPEAT
    Each flowchart symbol becomes a pseudocode keyword

    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:

    A variable's value can change; a constant stays fixed
    A variable's value can change; a constant stays fixed
    CONSTANT Pi = 3.14159
    DECLARE Radius : REAL
    DECLARE Area : REAL
    
    Radius ← 5
    Area ← Pi * Radius * Radius
    

    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 ← FALSE
    Initial ← 'K'
    Price ← 12.99
    Count ← Count + 1
    Name ← "Li Wei"
    

    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:

    Total ← Total + 1
    Average ← Sum / Count
    

    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

    OUTPUT "Enter your name:"
    INPUT Name
    OUTPUT "Hello, ", Name
    

    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.

    The string COMPUTER shown as eight numbered character boxes (positions 1 to 8), with worked results: LENGTH(s) = 8, LEFT(s, 3) = COM, MID(s, 4, 3) = PUT, RIGHT(s, 2) = ER, and UCASE/LCASE changing the letter case
    The common string routines acting on s = "COMPUTER" (positions 1–8)

    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.

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    A variable is a labelled box · ⁨변수는 레이블이 붙은 상자입니다⁩

    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. · ⁨각 할당은 이름이 붙은 상자에 하나의 값을 저장하며, 동일한 이름을 다시 할당하면 덮어씁니다. 프로그램을 단계별로 추적하여 각 상자가 현재 값을 갖도록 확인하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    flowchart/ˈfləʊtʃɑːt/ 플로우차트
    structured English/ˈstrʌktʃəd ˈɪŋɡlɪʃ/ 구조화 영어
    pseudocode/ˈsuːdəʊkəʊd/ 가짜 코드(pseudocode)
    variables/ˈveərɪəblz/ 변수
    data types/ˈdeɪtə taɪps/ 데이터 타입(data types)
    assignment/əˈsaɪnmənt/ 과제 배정
    constant/ˈkɒnstənt/ 일정함
    identifier/aɪˈdentɪfaɪə/ 식별자
    operators/ˈɒpəreɪtəz/ 연산자
    precedence/ˈpresɪdəns/ 우선순위
    library routines/ˈlaɪbrəri ruːˈtiːnz/ 라이브러리 루틴
    insert/ˈɪnsɜːt/ 삽입
    program library/ˈprəʊɡræm ˈlaɪbrəri/ 프로그램 라이브러리
    concatenation/kənˌkætəˈneɪʃn/ 연결 concat
    11.2

    Selection

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    가상코드를 사용하여 다음을 작성하시오: • ELSE 절 및 중첩 IF 문이 포함된 ‘IF’문 • ‘CASE’ 구조 • ‘카운트 제어’ 루프: • ‘후위 조건’ 루프 • ‘전위 조건’ 루프
    다른 루프 구조보다 특정 문제 해결에 더 적합한 이유를 설명하시오

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    Selection 选择 chooses which steps run.

    IF age >= 18 THEN
        OUTPUT "Adult"
    ELSE
        OUTPUT "Minor"
    ENDIF
    
    A flowchart: from start, a decision diamond tests age >= 18; the TRUE branch outputs Adult and the FALSE branch outputs Minor, and both rejoin at end
    An IF...ELSE tests the condition once, then runs exactly one branch

    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:

    CASE OF Grade
        "A": OUTPUT "Excellent"
        "B": OUTPUT "Good"
        OTHERWISE: OUTPUT "Try again"
    ENDCASE
    

    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:

    IF Mark >= 50 THEN
        IF Mark >= 80 THEN
            OUTPUT "Distinction"
        ELSE
            OUTPUT "Pass"
        ENDIF
    ELSE
        OUTPUT "Fail"
    ENDIF
    

    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.

    A flowchart of a CASE OF Grade statement: the value is tested against each guard in turn (a single value, a value list, then a range); the first matching branch runs its statement, otherwise the OTHERWISE branch runs, and all branches rejoin at ENDCASE
    A CASE statement runs the branch that matches the value

    Worked example. Rewrite this with the same functionality, without using a CASE structure.

    CASE OF MySwitch
        1: ThisChar ← 'a'
        2: ThisChar ← 'y'
        3: ThisChar ← '7'
        OTHERWISE: ThisChar ← '*'
    ENDCASE
    

    Each value becomes a branch of a chain of IFs, and OTHERWISE becomes the last ELSE:

    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
    

    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.

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    Selection (IF / ELSE) · ⁨선택 (IF / ELSE)⁩

    Change the input and see which branch runs — the essence of selection. · ⁨입력을 변경하여 어떤 분기가 실행되는지 확인하세요—선택의 본질입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    selection/sɪˈlekʃn/ 선택
    nested/ˈnestɪd/ 중첩
    logic error/ˈlɒdʒɪk ˈerə/ 논리 오류(logic error)
    11.2

    Iteration

    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:

    FOR i ← 1 TO 10
        OUTPUT i
    NEXT i
    

    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:

    WHILE total < 100 DO
        INPUT n
        total ← total + n
    ENDWHILE
    

    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:

    REPEAT
        INPUT password
    UNTIL password = correctPassword
    

    Choosing the right loop

    Three flowchart columns. FOR: a count box (i = 1 to N) then a body box, looping back, for a set number of passes. WHILE: a test diamond above a body box, so the condition is checked before the body and the loop may run zero times. REPEAT: a body box above a test diamond, so the condition is checked after the body and the loop runs at least once
    The three loops differ in where the condition is tested — before the body (WHILE), after it (REPEAT), or a set number of times (FOR)
    • 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.

    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

    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
    CALL Start()
    

    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.

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    Trace a loop, pass by pass · ⁨루틴을 단계별로 추적하십시오⁩

    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. · ⁨추적 표는 루틴의 각 passes마다 각 변수를 기록합니다. 카운터 i가 올라가고 누적 합이 커지는 것을 보십시오 —这正是 시험 추적 문제에서 채우라고 하는 것입니다.⁩

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    Tracing a loop · ⁨루프 추적⁩

    Step through the loop and watch the variables change each pass — exactly what a trace table records. · ⁨루프를 단계별로 진행하면 변수가 매 회차마다 변하는 것을 볼 수 있습니다—这正是 trace table이 기록하는 내용입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    array/əˈreɪ/ 배열 (array)
    trace table/treɪs ˈteɪbl/ trace table (테이스 테이블)
    iteration/ˌɪtəˈreɪʃn/ 반복(iteration)
    count-controlled loop/kaʊnt kənˈtrəʊld luːp/ 카운트 제어 루프
    pre-condition loop/priː kənˈdɪʃn luːp/ 사전 조건 루프
    post-condition loop/pəʊst kənˈdɪʃn luːp/ 사후 조건 루프
    dry run/draɪ rʌn/ 드라이 런
    11.3

    Procedures and functions

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    절차(procedure) 를 정의하고 사용함
    알고리즘 구성 시 절차를 사용하는 것이 적절한 위치를 설명하시오
    매개변수 사용 절차는 매개변수가 없거나 하나 이상일 수 있음. 매개변수는 참조 또는 값으로 전달될 수 있음
    함수(function) 를 정의하고 사용함
    알고리즘 구성 시 함수를 사용하는 것이 적절한 위치를 설명하시오 함수는 식에서 사용되며, 예로 반환값이 호출을 대체함
    절차 및 함수와 관련된 용어를 사용함 절차/함수 헤더, 절차/함수 인터페이스, 매개변수, 인자(argument), 반환값(return value) 포함
    효율적인 가상코드를 작성함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

    PROCEDURE Greet(name : STRING)
        OUTPUT "Hello, ", name
    ENDPROCEDURE
    
    CALL Greet("Ada")
    

    Function

    A function 函数 is like a procedure but it returns a value that becomes part of an expression.

    FUNCTION Square(x : INTEGER) RETURNS INTEGER
        RETURN x * x
    ENDFUNCTION
    
    result ← Square(5) + 1     // result = 26
    

    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.

    Two panels. Procedure: call Greet(Ada) does an action and prints Hello, Ada, returning no value. Function: set y = Square(5) computes 5 times 5 = 25, returns 25, so y then holds 25
    A procedure does an action and returns nothing; a function returns a value you use in an expression

    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.
    Two memory-box diagrams. Pass by value: the caller's variable x = 5 is copied into a separate parameter box a = 5, so changing a leaves x as 5. Pass by reference: the parameter a is an arrow pointing to the caller's own x box, so changing a changes x too
    Pass by value copies the value into a new box; pass by reference lets the routine change the caller's own variable
    PROCEDURE Swap(BYREF a : INTEGER, BYREF b : INTEGER)
        DECLARE temp : INTEGER
        temp ← a
        a ← b
        b ← temp
    ENDPROCEDURE
    

    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?

    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 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".

    Three calls of the same procedure on a timeline; each call creates its own local MyString box, new and empty, which is gone when the call returns, while one global MyString box above them keeps its value between the calls
    A local variable is a new, empty box on every call; only a global variable (or a BYREF parameter) keeps a value between calls
    A large outer box labelled global scope holds the global variable Total, visible everywhere, and a smaller inner box labelled PROCEDURE Calc, local scope, holds the local variable temp, which exists only while Calc runs
    A global variable is visible everywhere; a local variable exists only inside its own procedure

    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:

    An annotated pseudocode function, CountAbove, with a callout on each part that earns a mark: the header with its parameter and return type, the local declarations, the total initialised before the loop, the FOR loop over every element, the IF condition with the right boundary, the update inside the IF, the closed constructs, and the RETURN after the loop
    Each part of a module answer carries its own mark, so write all of them even when one is uncertain
    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.

    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
    

    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.

    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
    

    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 word RACECAR in seven numbered boxes; arcs pair position 1 with 7, 2 with 6 and 3 with 5, labelled position i and position Len minus i plus 1; the middle character has no pair
    A palindrome check pairs position i with position Len - i + 1 and stops at the middle
    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
    

    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.

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    The call stack: push on call, pop on return · ⁨콜 스택: 호출 시 push, 반환 시 pop⁩

    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. · ⁨서브루틴을 호출하면 새로운 프레임이 상단에 적재되며, 리턴할 때 해당 프레임을 제거하고 값을 호출자에게 반환합니다. 현재 실행 중인 호출은 항상 최상단 프레임입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    function/ˈfʌŋkʃn/ 함수(function)
    parameters/pəˈræmɪtəz/ 매개변수
    procedure/prəˈsiːdʒə/ 절차
    structured programming/ˈstrʌktʃəd ˈprəʊɡræmɪŋ/ 구조화 프로그래밍
    subroutines/ˈsʌbruːtiːnz/ 서브루틴
    return value/rɪˈtɜːn ˈvæljuː/ 반환 값
    arguments/ˈɑːɡjuːmənts/ 인자(arguments)
    pass by value/pæs baɪ ˈvæljuː/ 값 전달
    pass by reference/pæs baɪ ˈrefrəns/ 참조 전달
    global variable/ˈɡləʊbl ˈveərɪəbl/ 전역 변수
    local variable/ˈləʊkl ˈveərɪəbl/ 로컬 변수
    scope/skəʊp/ scope(범위)
    decomposition/ˌdiːkɒmpəˈzɪʃn/ 분해
    signature/ˈsɪɡnɪtʃə/ 서명
    format/ˈfɔːmæt/ 포맷
    Validation/ˌvælɪˈdeɪʃn/ 검증
    11.3

    Writing efficient pseudocode

    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.
    Move work that never changes out of the loop, so it runs once instead of every pass
    Move unchanging work out of the loop so it runs once
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    invariant/ɪnˈveərɪənt/ 불변
    linear search/ˈlɪnɪə sɜːtʃ/ 선형 검색(linear search)
    11.3

    Testing and errors

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    run-time error/rʌn taɪm ˈerə/ 런타임 오류
    syntax error/ˈsɪntæks ˈerə/ 문법 오류(syntax error)
    IDE/ˌaɪ diː ˈiː/ IDE(통합 개발 환경)
    breakpoint/ˈbreɪkpɔɪnt/ 브레이크포인트
    single stepping/ˈsɪŋɡl ˈstepɪŋ/ 단일 단계 실행
    11.3

    Definitions the examiner accepts

    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
    11.3

    Exam tips

    • 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.
  • 12

    Software Development · ⁨소프트웨어 개발⁩

    Watch lesson · ⁨수업 보기⁩
    12.1

    Program development life cycle

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    개발 수명 주기의 목적에 대한 이해를 보임
    개발하는 프로그램에 따라 다른 개발 수명 주기가 필요한 이유에 대한 이해를 보임 다음 포함: 워터폴(Waterfall), 반복적(iterative), 신속 응용 개발(RAP) (RAP)
    각 유형의 수명 주기에 대한 원리, 장점 및 단점을 서술함
    프로그램 개발 수명 주기의 분석, 설계, 코딩, 테스트 및 유지보수 단계에 대한 이해를 보임

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

    A software team collaborating around a table
    Software is built by teams who follow a development life cycle to stay coordinated
    A flowchart with terminators, process boxes and decision diamonds
    A flowchart plans a program's logic during the design stage of the cycle

    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.
    Five boxes (Analysis, Design, Coding, Testing, Maintenance) cascading down, each leading to the next
    The waterfall model: each stage is finished before the next begins
    A Design-Build-Test-Review cycle with a repeat loop back to Design, and version bars growing taller each pass until complete
    The iterative model: repeated passes refine the program
    Three parts built in parallel as prototypes that refine with user feedback, then combine into the final system
    Rapid application development: teams work on parts in parallel

    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.

    Explore · ⁨탐색하기⁩

    The program development life cycle · ⁨프로그램 개발 생명 주기⁩

    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. · ⁨모든 프로젝트가 거치는 단계를 단계별로 진행하십시오. 분석 단계에서 요구사항을 정확히 파악하는 것이 가장 중요합니다. 테스트 단계에서 발각되는 오류를 수정하는 비용은 초기에 발견된 오류보다 훨씬 큽니다.⁩

    Explore · ⁨탐색하기⁩

    Software process lab · ⁨소프트웨어 프로세스 험실⁩

    Classify development examples by the stage or tool they belong to. · ⁨개발 사례를 해당 단계 또는 도구에 따라 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    development life cycle/dɪˈveləpmənt laɪf ˈsaɪkl/ 개발 수명 주기
    requirements/rɪˈkwaɪəmənts/ 요구사항
    waterfall/ˈwɔːtəfɔːl/ 워터폴
    maintenance/ˈmeɪntənəns/ 유지보수
    iterative model/ˈɪtərətɪv ˈmɒdl/ 반복 모델
    Rapid Application Development/ˈræpɪd ˌæplɪˈkeɪʃn dɪˈveləpmənt/ 신속 응용 프로그램 개발
    prototype/ˈprəʊtəʊtaɪp/ 프로토타입
    Agile/ˈædʒaɪl/ 애자일
    implementation/ˌɪmplɪmənˈteɪʃn/ 구현
    12.2

    Program design tools

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    문제 decomposition을 위해 구조 차트(structure chart) 사용 및 알고리즘 설계의 일부인 각 모듈/절차/함수 간 전달되는 파라미터 표시 구조 차트의 목적 설명 주어진 문제에 대한 구조 차트 구성 구조 차트로부터 동등한 가위문 도출
    알고리즘을 문서화하기 위한 상태 전이 도표(state-transition diagrams) 의 목적에 대한 이해를 보임

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

                    CalculatePay
                /        |         \
           GetEmployee  CalculateBonus  CalculateTax
           Returns:     Takes: sales    Takes: gross
           employeeID   Returns: bonus  Returns: tax
    

    It is a design-stage tool, and you can read the procedure signatures off it.

    A structure chart with Convert temperature at the top and INPUT, Convert to Celsius and OUTPUT modules below, with temperature parameters on the links
    A structure chart: modules with the parameters passed between them

    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.

    A structure chart showing every symbol: module boxes, calling lines, an open-circle data couple carrying item ID down, a filled-circle control couple returning an in-stock flag up, a diamond selecting between Print invoice and Reject order, and a curved arrow marking the modules repeated for each order
    The structure-chart symbols: data and control couples, a selection diamond and an iteration arrow

    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.

       coin inserted               item selected
    [Idle] --------------→ [Awaiting selection] ----------→ [Dispensing]
    

    It makes missing transitions easy to spot ("what if a second coin is inserted while awaiting selection?").

    A state diagram: Locked to Waiting for second digit to Waiting for third digit to Unlocked, with correct-digit and wrong-digit transitions
    A state-transition diagram for a door lock with code 259

    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.

    Explore · ⁨탐색하기⁩

    Software process lab · ⁨소프트웨어 프로세스 험실⁩

    Classify development examples by the stage or tool they belong to. · ⁨개발 사례를 해당 단계 또는 도구에 따라 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    structure chart/ˈstrʌktʃə tʃɑːt/ 구조 차트
    parameters/pəˈræmɪtəz/ 매개변수
    pseudocode/ˈsuːdəʊkəʊd/ 가짜 코드(pseudocode)
    hierarchical decomposition/haɪəˈrɑːkɪkl ˌdiːkɒmpəˈzɪʃn/ 계층적 분해
    decomposition/ˌdiːkɒmpəˈzɪʃn/ 분해
    subroutines/ˈsʌbruːtiːnz/ 서브루틴
    state-transition diagram/steɪt trænˈsɪʃn ˈdaɪəɡræm/ 상태 전이도
    states/steɪts/ 명시함 / 설명함
    12.3

    Errors

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    프로그램의 결함을 노출하고 회피하는 방법에 대한 이해를 보임
    오류 유형을 locating 및 식별함 • 구문 오류(syntax errors) • 논리 오류(logic errors) • 실 중 오류(run-time errors)
    식별된 오류를 수정함
    사용 가능한 테스트 방법과 해당 방법에 적절한 데이터 선택에 대한 이해를 보임 다음 포함: 드라이 런(dry run), 월크스루(walkthrough), 백색 박스(white-box), 블랙 박스(black-box), 통합(integration), 알파(alpha), 베타(beta), 수용(acceptance), 스텁(stub)
    테스트 전략 및 테스트 플랜의 필요성과 예상 내용에 대한 이해를 보임
    테스트 플랜에合适的 테스트 데이터를 선정함 다음 포함: 정상(normal), 비정상(abnormal) 및 극한/경계(extreme/boundary)
    시스템의 지속적인 유지보수 필요성 및 각 유형 간의 차이점에 대한 이해를 보임 다음 포함: 완벽(perfective), 적응(adaptive), 수정(corrective)
    기존 프로그램을 분석하고 기능을 향상시키기 위해 수정함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    • 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.
    A pipeline from write code to translate to run to output: a syntax error stops it at translation, a run-time error crashes during the run, and a logic error runs fine but gives the wrong output
    When each error shows up: syntax at translation, run-time during the run, logic in the output

    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.

    Total <- 0
    FOR i <- 1 TO 10
        INPUT Mark
        Total <- Total + Mark
    NEXT i
    Average <- Total / 9
    OUTPUT "Average" Average
    

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    syntax error/ˈsɪntæks ˈerə/ 문법 오류(syntax error)
    run-time error/rʌn taɪm ˈerə/ 런타임 오류
    logic error/ˈlɒdʒɪk ˈerə/ 논리 오류(logic error)
    12.3

    Testing methods

    • 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.
    Black-box testing works from the specification; white-box tests the code's internal paths
    Black-box tests the specification; white-box tests the code paths

    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.

    Stub testing: the main program under test calls a finished Module A and a stub standing in for the unwritten Module B, which has the real header but simply returns a fixed value
    A stub stands in for a module that is not written yet, so the modules above it can be tested now

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    acceptance testing/əkˈseptəns ˈtestɪŋ/ 수용 테스트
    dry run/draɪ rʌn/ 드라이 런
    trace table/treɪs ˈteɪbl/ trace table (테이스 테이블)
    walkthrough/ˈwɔːkθruː/ 워크스루
    white-box testing/waɪt bɒks ˈtestɪŋ/ 화이트박스 테스트
    black-box testing/blæk bɒks ˈtestɪŋ/ 블랙박스 테스트
    integration testing/ˌɪntɪˈɡreɪʃn ˈtestɪŋ/ 통합 테스트
    alpha testing/ˈælfə ˈtestɪŋ/ 알파 테스트
    beta testing/ˈbiːtə ˈtestɪŋ/ 베타 테스트
    stub/stʌb/ 스텀
    12.3

    Test strategy and test plan

    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).
    A number line for a mark field 0 to 100: normal values 50 and 75 inside, the extremes 0 and 100 at the accepted boundaries, and abnormal values -1, 101, -10 and 200 rejected outside
    Test data for a 0–100 field: normal inside, extremes at the boundaries, abnormal outside

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    test plan/test plæn/ 테스트 계획
    boundary data/ˈbaʊndəri ˈdeɪtə/ 경계 데이터
    test strategy/test ˈstrætədʒi/ 테스트 전략
    normal data/ˈnɔːml ˈdeɪtə/ 정상 데이터
    abnormal data/əbˈnɔːml ˈdeɪtə/ 비정상 데이터
    extreme data/ekˈstriːm ˈdeɪtə/ 극단 데이터
    12.3

    Maintenance

    Most of a program's lifetime cost is in maintenance. Three kinds:

    The three kinds of maintenance: perfective, adaptive and corrective
    Three kinds of maintenance: perfective, adaptive and corrective
    • 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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    corrective maintenance/kəˈrektɪv ˈmeɪntənəns/ 수정 유지보수
    perfective maintenance/pəˈfektɪv ˈmeɪntənəns/ 완벽적 유지보수
    adaptive maintenance/əˈdæptɪv ˈmeɪntənəns/ 적응 유지보수
    12.3

    Amending an existing program

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    regression testing/rɪˈɡreʃn ˈtestɪŋ/ 회귀 테스트
    12.3

    Definitions the examiner accepts

    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
    12.3

    Exam tips

    • 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.
  • 13

    Data Representation · ⁨데이터 표현⁩

    Watch lesson · ⁨수업 보기⁩
    13.1

    User-defined data types

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    사용자 정의 타입이 필요한 이유에 대한 이해를 보임
    비합성 타입(non-composite types) 을 정의하고 사용함 다음 포함: 열거형(enumerated), 포인터(pointer)
    합성 데이터 타입(composite data types) 을 정의하고 사용함 다음 포함: 집합(set), 레코드(record) 및 클래스/객체(class/object)
    주어진 문제에 적합한 사용자 정의 데이터 타입을 선정 및 설계함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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:

    TYPE Vehicle = (M100, M230, T101, T102, T120, T150)
    DECLARE MyTaxi : Vehicle
    MyTaxi ← T102
    

    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.

    TYPE SchoolDay = (Monday, Tuesday, Wednesday, Thursday, Friday)
    DECLARE Today : SchoolDay
    Today ← 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".

    An enumerated type Vehicle with the fixed named values M100, M230, T101, T102, T120 and T150; a variable of this type may only hold one of them
    An enumerated type is a fixed list of named values

    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.

    TYPE PNode = ^TNode    // pointer to a TNode
    DECLARE p : PNode
    p ← NEW TNode
    p^.Value ← 42          // dereference to reach the fields
    

    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:

    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
    

    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.

    A pointer p holds an address and points to a TNode holding Value = 42 and a Next field; p^ dereferences to reach the node's fields, such as p^.Value
    A pointer holds an address; p^ dereferences it to reach the node's fields

    Composite types

    A composite type 复合类型 (one of the composite data types) groups several values under one name.

    A set: an unordered collection where every value is unique
    A set is an unordered collection of unique values
    A record Student with fields Name, Age, Grade and Enrolled, each of a different type
    A record groups fields of different types 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:
    DECLARE Available : SET OF Colour
    Available ← {Red, Blue}
    IF Green IN Available THEN
        ...
    ENDIF
    
    • 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:
    CLASS Taxi
        PRIVATE Capacity : INTEGER
        PUBLIC FUNCTION GetCapacity() RETURNS INTEGER
            RETURN Capacity
        ENDFUNCTION
    ENDCLASS
    

    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:

    TYPE EvenNumbers = SET OF INTEGER
    DEFINE Evens (2, 4, 6, 8, 10, 12) : EvenNumbers
    TYPE SymbolSet = SET OF CHAR
    DEFINE Operators ('+', '-', '*', '/') : SymbolSet
    

    "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.

    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
    

    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.

    An array of four ClubMember records drawn as rows of fields, with the callout Members[3].LastName picking out one field of one element, and an assignment writing one field of another element
    An array of records: each element is a whole record, an index chooses the element, and a dot chooses the field

    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.

    TYPE Species = (Dog, Cat, Rabbit, Hamster)
    TYPE Pet
        DECLARE Name : STRING
        DECLARE Kind : Species
        DECLARE Weight : REAL
    ENDTYPE
    DECLARE MyPet : Pet
    MyPet.Kind ← Rabbit
    

    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:

    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()
    

    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.

    Explore · ⁨탐색하기⁩

    Programming concept lab

    Connect examples to the programming idea they show.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    user-defined type/ˈjuːzə dɪˈfaɪnd taɪp/ 사용자 정의 타입
    field/fiːld/ 장(field)으로 treat 한다
    record/ˈrekɔːd/ 레코드
    set/set/ 세트
    class/klæs/ 클래스
    composite type/ˈkɒmpəzɪt taɪp/ 합성 타입
    enumerated type/ɪˈnjuːməreɪtɪd taɪp/ 열거 타입
    pointer/ˈpɔɪntə/ 포인터
    dereference/ˌdiːˈrefrəns/ 역참조 dereference
    object/ˈɒbdʒekt/ 물체 자체
    attributes/ˈætrɪbjuːts/ 속성
    methods/ˈmeθədz/ 방법론
    constructor/kənˈstrʌktə/ 생성자
    13.2

    File organisation and access

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    파일 조직 방법을 이해하고 주어진 문제에 적합한 파일 조직 및 파일 접근 방법을 선정함 다음 포함: 시리즈(serial), 순서(sequential) (키 필드(key field) 사용), 무작위(random) (레코드 키 사용)
    파일 접근 방법에 대한 이해를 보임 다음 포함: 시리즈 및 순서 파일에 대한 순차 접근, 순서 및 무작위 파일에 대한 직접 접근
    해싱 알고리즘(hash algorithms) 에 대한 이해를 보임 무작위/순서 파일에数据进行 읽기 및 쓰기하기 위해 다양한 해싱 알고리즘을 서술하고 사용함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.
    A row of record boxes from first to sixth in the order they were added, with an append arrow and a Start of file marker
    Serial file: records are kept in the order they were added
    A row of customer record boxes with ascending key values, showing the records sorted into key order
    Sequential file: records are sorted by a key field
    A record key passing through a hash function to compute a slot number, with the record placed in that slot of the file
    Random file: records sit at positions computed from the key

    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.

    Two chains of steps: direct access hashes the key to an address, seeks straight to it and reads or writes the record; sequential access opens the file, reads records one at a time from the start and compares keys until the record is found or the end of the file is reached
    The two access methods as procedures: direct access computes where to look; sequential access looks everywhere in turn

    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.

    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"
    

    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.

    Explore · ⁨탐색하기⁩

    File access route

    Follow a file from storage to program and back safely.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    File organisation/faɪl ˌɔːɡənaɪˈzeɪʃn/ 파일 조직화
    serial file/ˈsɪərɪəl faɪl/ 직렬 파일
    sequential file/siːˈkwenʃl faɪl/ 순차 파일
    random file/ˈrændəm faɪl/ 랜덤 파일
    direct access/daɪˈrekt ˈækses/ 직접 접근
    sequential access/siːˈkwenʃl ˈækses/ 순차 접근
    Watch lesson · ⁨수업 보기⁩
    13.2

    Hashing

    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
    Resolving a collision where keys A and B both hash to slot 2. Linear probing puts B in the next free slot (3); chaining keeps slot 2 pointing to a linked list of A then B
    Resolving a hash collision: linear probing uses the next free slot; chaining keeps a linked list per slot

    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.

    Explore · ⁨탐색하기⁩

    A hash table

    Watch each key get hashed to a bucket. A good hash spreads keys out so lookups stay fast.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    linked list/lɪŋkt lɪst/ 연결 리스트
    hash function/hæʃ ˈfʌŋkʃn/ 해시 함수
    deterministic/dɪˌtɜːmɪˈnɪstɪk/ 결정론적(deterministic)
    collision/kəˈlɪʒn/ 충돌
    linear probing/ˈlɪnɪə ˈprəʊbɪŋ/ 선형 프로빙
    chaining/ˈtʃeɪnɪŋ/ 체인징
    load factor/ləʊd ˈfæktə/ 로드 인자
    overflow area/ˌəʊvəˈfləʊ ˈeərɪə/ 오버플로우 영역
    13.3

    Floating-point numbers

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    이진 부동소수점(floating-point) 부실수 형식 설명 두의 보수(two's complement) 형태 이해 부동소수점 표현에서 mantissa 및 exponent에 할당되는 비트 수 변경의 효과 이해
    이진 부동소수점 실수를 십进制수로 변환하고 그 반대로 변환
    부동소수점 수를 정규화(normalise) 함 정규화의 이유를 이해함
    이진 표현이 특정 경우 실수를 나타내는 근사치일 뿐이라는 결과에 대한 이해를 보임 언더플로우(underflow) 및 오버플로우(overflow) 가 발생할 수 있는 방법을 이해함
    이진 표현이 반올림 오차(rounding errors) 를 유발할 수 있다는 점에 대한 이해를 보임

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 $0.625 \times 2^{2} = 2.5$.

    Two bytes of place values: an 8-bit mantissa with a sign bit and fractions from one half to one over 128, and an 8-bit two's-complement exponent from minus 128 to 1
    The place values of an 8-bit mantissa and an 8-bit exponent

    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.

    Normalising 0.0011010 with exponent 4: shift the mantissa left two places and decrease the exponent by 2, giving 0.1101000 with exponent 2 — the same value, with no wasted leading zeros
    Normalising: shift the mantissa left to remove leading zeros, lowering the exponent by the same amount

    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.

    Three 16-bit words split differently between mantissa and exponent: twelve and four bits for precision with a small range, eight and eight for balance, four and twelve for a huge range with coarse values
    The same total of bits shared two ways: mantissa bits buy precision, exponent bits buy range, and one can only grow at the other's expense

    "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.

    Explore · ⁨탐색하기⁩

    Build a floating-point number

    Flip the mantissa and exponent bits to make a value, and check whether it is normalised.

    Explore · ⁨탐색하기⁩

    Normalising a floating-point number

    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.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    overflow/ˌəʊvəˈfləʊ/ 오버플로우(Overflow)
    floating-point/ˈfləʊtɪŋ pɔɪnt/ 부동소수점
    mantissa/mænˈtɪsə/ mantissa(소수점 이하 부위)
    exponent/ekˈspəʊnənt/ 지수에 위치함
    two's complement/tuːz ˈkɒmplɪmənt/ 보수 2의 법칙 (투스 컴플리멘트)
    normalised/ˈnɔːməlaɪzd/ 정규화된
    rounding errors/ˈraʊndɪŋ ˈerəz/ 반올림 오류
    underflow/ˌʌndəˈfləʊ/ 언더플로우(underflow)
    fixed-point/fɪkst pɔɪnt/ 고정소수점
    BCD/ˌbiː siː ˈdiː/ BCD
    precision/prɪˈsɪʒn/ 정밀도
    range/reɪndʒ/ 범위Unless range.
    Watch lesson · ⁨수업 보기⁩
    13.3

    Definitions the examiner accepts

    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
    13.3

    Exam tips

    • 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.
  • 14

    Communication and internet technologies · ⁨통신 및 인터넷 기술⁩

    Watch lesson · ⁨수업 보기⁩
    14.1

    Why protocols are needed · ⁨프로토콜이 필요한 이유⁩

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    컴퓨터 간 통신에 프로토콜(protocol) 이 필수적인 이유에 대한 이해를 보임
    프로토콜 구현을 스택으로 이해하는 능력 각 레이어가 고유한 기능을 가짐
    TCP/IP 프로토콜 스위트에 대한 이해 네 가지 레이어(응용 계층, 전송 계층, 인터넷 계층, 링크 계층) 각 레이어의 목적과 기능 인터넷에서 한 호스트에서 다른 호스트로 메시지를 전송할 때의 작동 방식
    프로토콜 (HTTP, FTP, POP3, IMAP, SMTP, BitTorrent) 및 그 목적에 대한 이해 BitTorrent 프로토콜은 피어 투 피어 파일 공유를 제공함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

    한국어

    프로토콜은 장치가 통신하는 방식에 대한 규칙의 집합입니다. 양쪽 모두 동일한 규칙을 준수하지 않으면, 한쪽의 신호는 다른 쪽에게 무의미해집니다. 프로토콜은 데이터의 형식(주소와 페이로드가 위치하는 곳), 메시지 순서(누가 먼저 말하고, 언제 확인하는지), 각 메시지의 의미, 타이밍(타임아웃, 재전송) 및 오류 발생 시 처리 방법을 정의합니다. 합의된 프로토콜이 없으면 통신이 실패하는데, 이는 번역자가 없는 채 서로 다른 언어로 대화하는 두 사람과 같습니다.

    "컴퓨터 간 통신에 프로토콜이 필수적인 이유를 설명하시오" (3점). (1) 프로토콜은 송신자와 수신자 양측이 합의한 규칙의 집합입니다; (2) 이것이 없으면 두 컴퓨터는 데이터를 서로 다르게 해석하게 되며(형식, 순서, 각 부분의 의미), 따라서 메시지를 이해할 수 없습니다; (3) 모든 사람이 동일한 표준을 구현하므로 종류와 제조사가 다른 컴퓨터들 간의 통신을 가능하게 합니다. 이 규칙이 다루는 내용을 언급하십시오: 데이터 형식, 메시지 순서, 오류 탐지 및 복구, 속도 또는 타이밍.

    두 장치가 동일한 규칙(형식, 순서, 타이밍, 오류 발생 시 처리 방법)을 따르는 모습
    프로토콜이란 공유된 규칙으로, 형식, 순서, 타이밍 및 오류를 의미함
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    protocol/ˈprəʊtəkɒl/ 프로토콜
    14.1

    Layered protocols · ⁨계층적 프로토콜⁩

    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).

    한국어

    네트워킹은 복잡하므로 계층으로 나뉘어 있으며, 각 계층은 하나의 집중된 역할을 수행하고 상하 계층과만 소통합니다. 장점: 모듈화(예를 들어 이더넷을 와이파이로 교체하는 등 한 계층만 변경해도 다른 계층에는 영향을 주지 않음), 표준화(공급사 간의 상호 운용성), 그리고 추상화(다른 곳에서 처리되는 세부 사항에는关注하지 않아도 됨). 인터넷은 TCP/IP 프로토콜 스위트(4개 계층)를 사용합니다.

    14.1

    TCP/IP protocol suite · ⁨TCP/IP 프로토콜 스위트⁩

    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.

    한국어
    계층 용도 예시
    응용계층 사용자가 사용하는 프로그램의 기능 HTTP, FTP, SMTP, IMAP
    전송계층 프로세스 간의 끝-to-끝 전달 TCP, UDP
    인터넷 계층 네트워크 간 패킷 라우팅 IP
    링크 계층 물리적 매체를 통한 비트 전송 이더넷, 와이파이
    4개의 행으로 구성된 스택: 응용계층, 전송계층, 인터넷 계층, 링크 계층이며, 좌측으로는 전송이 아래로, 우측으로는 수신이 위로 이루어지고 각 계층에 예시 프로토콜이 표시됨
    TCP/IP 프로토콜 스위트의 네 가지 계층

    채점 기준에 따른 각 계층의 목적. 응용계층: 사용자 애플리케이션이 사용하는 프로토콜(웹용 HTTP, 이메일용 SMTP 등)을 제공하며 애플리케이션과 네트워크 사이의 인터페이스를 담당합니다. 보낼 데이터를 생성하여 전송계층에 넘깁니다. 전송계층: 끝-to--end 연결을 설정하고, 데이터를 패킷(세그먼트)으로 분할하며 포트 번호와 순서 번호를 추가합니다. 수신 시 패킷을 순서에 맞게 재조립하여 누락된 것이 있으면 요청(TCP)하거나, 그러한 보장 없이 전송(UDP)합니다. 인터넷 계층: 소스 및 목적지 IP 주소를 추가하여 IP 패킷(다그램)을 형성하고 라우터를 통해 네트워크 간 라우팅을 수행하지만, 전달을 보장하지는 않습니다. 링크 계층: MAC 주소와 오류 체크 비트를 추가하여 프레임을 형성하고 물리적 로컬 네트워크(이더넷 또는 와이파이)를 통해 네트워크 인터페이스 카드를 통해 비트를 전송합니다. "스택 완성"이란 위 네 가지 계층을 위에서부터 아래로依次为: 응용계층, 전송계층, 인터넷 계층, 링크 계층을 의미합니다.

    TCP/IP 스택 하단으로 메시지 전송: 애플리케이션의 메시지는 포트와 순번을 포함하는 TCP 헤더로 감싸지고, 소스와 목적지 IP 주소를 포함하는 IP 헤더로 다시 감싸지며, MAC 주소와 체크 필드를 포함하는 프레임 헤더로 감싸집니다. 수신자는 역순으로 이를 제거합니다
    포장(Encapsulation): 각 계층이 상위 계층으로부터 받은 데이터에 자체 헤더를 추가하므로, 선路上的 비트에는 네 가지 정보 세트가 포함되어 있습니다. 수신자는 계층별로 하나씩 제거합니다

    "한 호스트에서 다른 호스트로 메시지를 전송할 때 TCP/IP 스위트가 어떻게 적용되는지 서술하시오" (5점). 송신단에서 메시지는 스택을 아래로 이동합니다: (1) 응용계층은 HTTP나 SMTP와 같은 프로토콜을 사용하여 데이터를 생성합니다; (2) 전송계층은 이를 패킷으로 분할하고 포트 번호와 순서 번호가 포함된 헤더를 추가합니다; (3) 인터넷 계층은 소스와 목적지 IP 주소가 포함된 헤더를 추가하고 경로를 선택합니다; (4) 링크 계층은 다음 장치의 MAC 주소를 추가하여 물리적 링크를 통해 프레임을 전송합니다. 중간에 있는 라우터들은 인터넷 계층 헤더를 읽어서 각 패킷을 forwarded합니다. 수신단에서는 프레임이 스택을 위로 이동합니다: 각 계층은 자신의 헤더를 제거하고 처리하며, 전송계층은 순서 번호에 따라 패킷을 재조립하고 누락된 것이 있으면 요청하며, 응용계층이 메시지를 최종적으로 제공합니다. 양쪽의 각 계층에서 동일한 프로토콜을 사용하는 것이 이 교환이 작동하게 하는 원천입니다.

    응용계층

    응용계층은 사용자 프로그램에 서비스를 제공하며 그들이 사용하는 프로토콜을 정의합니다(웹용 HTTP, 이메일용 SMTP 등). 프로그래머가 가장 자주 작업하는 영역입니다.

    전송계층

    전송계층은 포트 번호로 식별되는 프로세스间에 데이터를 끝-to-end로 전달합니다. 두 가지 프로토콜:

    TCP는 연결을 설정하고 모든 데이터를 순서대로 전달하며, UDP는 보내고 잊어버림
    TCP는 연결하고 순서대로 전달하며, UDP는 보내고 잊어버림
    • TCP — 연결 지향적: 연결을 설정하고 모든 데이터가 순서대로 도착하도록 보장하며, 분실된 패킷을 재전송하고 흐름 제어를 수행합니다. 신뢰성은 높지만 오버헤드가 있습니다. HTTP, HTTPS, SMTP, FTP에서 사용됩니다.
    • UDP — 비연결 지향적: 보내고 잊어버리며, 확인(acknowledgement)이나 순서가 없습니다. 오버헤드가 적고 보장사항이 없습니다. 스트리밍, DNS, 게임 등에서 속도가 신뢰성보다 중요한 경우에 사용됩니다.

    인터넷 계층

    인터넷 계층은 IP를 사용하여 호스트 간에 패킷을 전송합니다. 각 패킷에는 소스 및 목적지 IP 주소가 있으며, 라우터가 이를 다음 단계로 전달합니다. 전달 보장은 제공하지 않습니다 — 이는 TCP의 역할입니다.

    가정용 라우터는你家에서 이 작업을 수행합니다: 각 패킷의 목적지 주소를 읽어 인터넷으로, 그리고 올바른 장치로 다시 보내줍니다.

    네 개의 수직 안테나와 앞면에 일렬로 배치된 상태 표시등이 있는 검은색 가정용 Wi-Fi 라우터
    가정용 Wi-Fi 라우터: 사용자 장치와 인터넷 사이에서 패킷을 전달합니다

    라우터가 더 넓은 인터넷에 도달하기 전에, 모뎀이 사용자의 케이블 또는 전화 회선을 통해 인터넷 서비스 공급자와 가정 네트워크를 연결합니다. 모뎀의 표시등은 링크가 활성화되어 있고 온라인 상태임을 나타냅니다.

    단색 배경 위에 세워진 높은 검은색 케이블 모뎀, 앞면에 정렬된 상태 표시등 열
    케이블 모뎀은 가정 네트워크를 인터넷 서비스 공급者与 연결합니다

    링크 계층

    링크 계층은 한 물리적 링크(이더넷, Wi-Fi)를 통해 비트를 전송합니다. MAC 주소 MAC가 포함된 프레임 헤더를 추가하며 매체 접근을 처리합니다(예: CSMA/CD / 이더넷).

    이더넷 프레임을 프레임 전구부, 프레임 시작, 이더넷 데이터, 패킷 간 간격으로 나누었으며, 데이터 부분은 목적지 및 소스 MAC 주소, 유형/길이, 페이로드 메시지, 프레임 검사 시퀀스로 확장되어 있으며, 각 부분의 바이트 단위 크기가 표시됨
    일반적인 이더넷 프레임의 구성 요소

    유선 로컬 네트워크에서 스위치는 여러 장치를 연결합니다. 각 장치는 이더넷 케이블(RJ45 플러그)을 통해 포트에 연결되며, 스위치는 각 프레임의 MAC 주소를 사용하여 해당 프레임이 정확한 포트로만 전달되도록 합니다.

    단색 배경 위에 놓인 작고 검은색 8포트 기가비트 이더넷 스위치, 앞면沿에 번호가 매겨진 RJ45 포트 열과 각 포트별 상태 표시등
    네트워크 스위치는 로컬 네트워크에서 여러 유선 장치를 연결합니다

    물리적 링크는 구리 선, 무선 신호(Wi-Fi), 또는 광섬유 케이블일 수 있습니다. 광섬유 케이블에서는 비트가 매우 얇은 유리 실을 따라 빛의 깜빡임 형태로 이동하므로, 속도가 빠르고 데이터를 먼 거리까지 전송할 수 있습니다.

    어두운 배경에 퍼져 있는 광섬유 뭉치, 각 얇은 유리 섬유 끝부분에서 파란빛 백색 점광을 발산함
    광섬유 케이블: 데이터는 얇은 유리 실을 통해 빛으로 이동합니다

    무선 링크는 훨씬 더 멀리 도달할 수 있습니다. 위성 안테나는 위성과 양방향으로 무선 신호를 송수신하여, 유선 링크가 쉽게 도달할 수 없는 곳으로 데이터를 운반합니다.

    창 옆 벽에 설치된 원형 회색 가정용 위성 안테나, 앞쪽으로 돌출된 피드 암(feat arm)
    위성 안테나는 긴 거리에서 무선으로 데이터를 송수신합니다
    Explore · ⁨탐색하기⁩

    Tap the four layers of the TCP/IP model · ⁨TCP/IP 모델의 네 계층을 클릭하세요⁩

    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. · ⁨각 계층을 탐색하세요. 데이터가 전송될 때 스택을 아래로 이동하며(각 계층에서 헤더를 추가) 수신 시에는 위로 다시 올라오며 — 어떤 계층이든 다른 계층에 영향을 주지 않고 교체할 수 있습니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    layers/ˈleɪəz/ 레이어
    modularity/ˌmɒdjʊˈlærɪti/ 모듈러성
    abstraction/əbˈstrækʃn/ 추상화
    protocol suite/ˈprəʊtəkɒl swiːt/ 프로토콜 스위트
    application layer/ˌæplɪˈkeɪʃn ˈleɪə/ 응용 계층
    transport layer/ˈtrænspɔːt ˈleɪə/ 전송 계층
    port numbers/pɔːt ˈnʌmbəz/ 포트 번호
    UDP/ˌjuː diː ˈpiː/ UDP
    connectionless/kəˈnekʃənləs/ 연결 비지향적
    internet layer/ˈɪntənet ˈleɪə/ 인터넷 계층
    routers/ˈruːtəz/ 라우터
    modem/ˈməʊdem/ 모뎀
    link layer/lɪŋk ˈleɪə/ 링크 계층
    CSMA/CD/ˌsiː es em ˈeɪ ˌsiː ˈdiː/ CSMA/CD
    switch/swɪtʃ/ 스위치
    fibre-optic cable/ˈfaɪbə ˈɒptɪk ˈkeɪbl/ 광섬유 케이블
    satellite dish/ˈsætəlaɪt dɪʃ/ 위성 안테나(디시)
    HTTP/ˌeɪtʃ tiː tiː ˈpiː/ HTTP
    FTP/ˌef tiː ˈpiː/ FTP
    SMTP/ˌes em tiː ˈpiː/ SMTP
    peer-to-peer/pɪə tə pɪə/ 피어 투 피어
    acknowledgement/əkˈnɒlɪdʒmənt/ 확인
    checksum/ˈtʃeksəm/ 체크섬
    IP address/ˌaɪ ˈpiː əˈdres/ IP 주소
    MAC addresses/mæk əˈdresɪz/ MAC 주소
    bandwidth/ˈbændwɪdθ/ 대역폭
    latency/ˈleɪtənsi/ 지연 시간
    header/ˈhedə/ 헤더
    14.1

    Common application-layer protocols · ⁨일반적인 애플리케이션 계층 프로토콜⁩

    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.

    한국어
    • HTTP — 브라우저가 서버에서 웹 페이지를 가져옵니다(TCP, 포트 80을 통해). HTTPS는 TLS 위의 HTTP로 — 암호화됨, 포트 443.
    • FTP — 클라이언트와 서버 간에 파일 전송.
    • SMTP — 클라이언트와 서버 사이, 그리고 서버 간에 이메일을 보냅니다. 수신은 POP3 또는 IMAP을 사용합니다.
    • POP3 — 이메일을 다운로드하고 일반적으로 서버에서 삭제합니다. IMAP — 이메일을 서버에 남겨두고 기기间之间同步,因此同一收件箱在所有设备上显示。
    • BitTorrent — 피어 투 피어 프로토콜; 파일은 여러 피어로부터 병렬로 다운로드되는 조각으로 나뉘므로 단일 서버가 모든 부하를负担하지 않습니다。
    중앙에 트래커(tracker)가 있고 주변에 씨드(seeds), 리치(leeches), 신규 피어(peers)가 파일을 조각为单位交换하며 키(key)를 공유하는 모습
    BitTorrent: 트래커가 피어를 서로 찾게 도와준 후, 그들은 직접 파일 조각을 공유합니다

    각 프로토콜의 목적 (채점 기준 문구로 서술).

    프로토콜 목적 (이렇게 서술)
    HTTP 웹 서버와 브라우저 사이에서 웹 페이지(초연결 텍스트)를 전송; HTTPS는 암호화된 버전
    FTP 클라이언트와 서버 사이에서 파일을 전송(파일 서버로 업로드하고 다운로드)
    SMTP 클라이언트에서 메일 서버로 이메일을 보내고, 메일 서버 간에 전송 (“푸시” 프로토콜)
    POP3 서버에서 이메일을 클라이언트로 다운로드하며, 일반적으로 서버에서 삭제하여 한 기기에서만 읽음
    IMAP 서버에 남아 있는 이메일을 클라이언트가 읽고 관리하게 하여, 모든 기기에서 동일한 메일함을 볼 수 있게 함
    BitTorrent 피어 투 피어로 파일 공유: 파일 조각을 여러 다른 사용자로부터 동시에 다운로드하고 업로드

    두 이메일 프로토콜을 묻는다면, sending에 SMTP, receiving에 POP3 또는 IMAP을 제시하십시오; IMAP을 설명하라는 질문에는 메지가 서버에 남음과 기기间之间同步됨을 언급하고, 이것이 POP3와의 차이점임을 명시하십시오。

    “BitTorrent 프로토콜을 사용하여 파일을 공유하는 방법을 설명하시오”(4점). (1) 파일은 조각으로 나뉩니다(通常每块256 KB), 작은 torrent 파일이 이를 설명(해시값 포함)하고 트래커를 지정합니다. (2) 파일을 원하는 피어가 트래커에 접속하면, 트래커는 현재 해당 파일을 공유 중인 swarm 내의 피어 목록을 유지합니다. (3) 피어는 여러 피어로부터 다른 조각을 동시에 다운로드하며, 조각을 얻자마자 업로드하여 다른 피어에게 전달합니다; 전체 파일을 가진 피어는 씨드, 아직 다운로드 중인 것은 리치입니다. (4) 모든 조각이 모이면 해시값과 대조하여 재조립 및 검증됩니다. “피어 투 피어 파일 공유가何を 의미하는지 설명하시오”: 파일을 보유하는 중심 서버가 없음; 모든 컴퓨터가 클라이언트이자 서버로서, 다른 피어로부터 다운로드하고 업로드하므로, 부하와 대역폭이 swarm 전반에 분산되며 피어가 많을수록 속도가 빨라집니다。

    Explore · ⁨탐색하기⁩

    Network route lab · ⁨네트워크 경로 실험Network route lab⁩

    Follow data from a device through network hardware and protocols. · ⁨장치를 통해 네트워크 하드웨어 및 프로토콜을 거쳐 데이터 흐름을 추적하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    tracker/ˈtrækə/ 추적기
    swarm/swɔːm/ 군집
    seed/siːd/ 씨앗
    14.2

    Circuit switching vs packet switching · ⁨회선 스위칭 vs 패킷 스위칭⁩

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    회선 전환에 대한 이해 장점, 단점 및 적용 범위
    패킷 전환에 대한 이해 장점, 단점 및 적용 범위 패킷 전환에서 라우터의 기능에 대한 이해 패킷 전환이 인터넷을 포함한 네트워크를 통해 메시지를 전달하는 데 어떻게 사용되는지 설명

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

    한국어

    회선 스위칭

    데이터 전송 전 두 끝단 사이에 전용 경로가 설정되며 (회로 전환), 전체 대화 기간 동안 예약된 후 해제됩니다. 예약 대역폭과 순서대로의 전달을 제공하지만, 무음 구간에서는 비효율적이며 설정이 느립니다. 고전적인 예: 전통적인 전화망.

    장비 A와 B 사이의 라우터 메쉬 중 하나를 강조 표시하고 전체 통화 기간 동안 양끝에서 끝까지 예약한 모습
    회로 전환: 양끝에서 끝까지 하나의 전용 경로가 예약됨

    "회로 전환을 데이터 전송 방식으로서 설명하시오" (3점). (1) 데이터가 전송되기 전에 송신자와 수신자 사이에 전용 경로(회로)가 설정됩니다; (2) 전체 메시지가 그 경로를 따라 한 번의 연속 스트림으로 순서대로 전송됩니다; (3) 회로는 통신 기간 중 예약되어 이후에 해제됩니다.

    장점과 단점. 장점: 회로의 전체 대역폭이 사용 가능하고 보장되며; 회로가 설정되면 데이터가 순서대로 도착하여 재조립이나 지연 없이 처리되며; 경로가 변하지 않아 타이밍이 예측 가능합니다(실시간 음성 및 영상에 적합). *단점:*什么都不传输前花费时间设置回路由; 无数据流动时仍预约回路,导致带宽浪费且其他用户无法共享;两端必须同时空闲;路径上任何故障都会中断整个通话,且无自动备用路线。适用场景:电话通话或实时视频链接,此时稳定、不间断的流比效率更重要。

    패킷 전환

    데이터는 패킷으로 분할되어 각 패킷은 독립적으로 전송됩니다 (패킷 전환). 각 패킷에는 목적지 주소가 포함되어 있으며, 라우터는 패킷별로 결정을 내리므로 패킷은 다른 경로를 통해 도착顺序可能不同,到达目的地后重新组装。它高效(一条链路为多个会话复用),健壮(故障时绕行),但存在可变延迟和可能的丢包(TCP负责可靠性)。互联网使用此技术。

    同样的路由器网格中,数据包显示为编号彩色方块,从计算机A到计算机B走不同路线,然后在B处按顺序重新组装
    패킷 전환: 패킷은 독립적으로 이동하며 서로 다른 경로를 취할 수 있음
    패킷의 구성 요소: 소스 및 목적지 주소, 순서 번호, 패킷 개수 및 체크섬을 포함하는 헤더, 이 패킷의 데이터 일부를 담당하는 페이로드가 따름
    패킷이 단독으로 이동할 수 있는 이유: 주소는 어디로 가는지 알려주고, 순서 번호는 메시지 중 어느 부분인지 나타내며, 체크섬은 손상 없이 도착했음을 확인함

    "패킷 전환이 네트워크를 통해 메시지를 전달하는 방식을 설명하시오" (4점). (1) 메시지는 고정 최대 크기의 패킷으로 분할됩니다; (2) 각 패킷에는 소스 및 목적지 주소, 순서 번호 및 오류 검사가 포함된 헤더가 부여됩니다; (3) 각 패킷은 독립적으로 전송되며,它所遇到的路由器选择的不同路径을 취할 수 있습니다; (4) 목적지에서 패킷은 순서 번호를 사용하여 순서대로 재조립되며, 누락된 패킷은 다시 요청됩니다. 질문이 검사와 재전송을 제외한다면 마지막 절을 생략하십시오.

    "패킷 전환에서 라우터의 기능을 설명하시오" (3점). 라우터는 패킷을 수신하여 헤더의 목적지 IP 주소를 읽고, 경로 표를 참조하여 트래픽(혼잡) 및 연결 실패를 고려하여 해당 목적지로 향하는 최선 다음 hop을 결정합니다. 그런 다음 패킷을 해당 링크로 전달합니다. 같은 메시지의 패킷은 서로 다른 경로를 통해 나갈 수 있으며, 라우터는 링크가 바쁠 때 패킷을 대기열에 유지합니다。

    "패킷 전환이 완전한 메시지의 수신을 어떻게 보장하는지 두 가지 방법을 설명하시오." (1) 각 패킷에는 순서 번호가 포함되어 있어 수신자가 패킷을 순서대로 배열하고 하나가 누락되었음을 알 수 있으며, (2) 수신자는 도착한 패킷에 대해 확인 응답을 보냅니다; 시간 제한 내에 확인되지 않은 패킷은 송신자에 의해 재전송됩니다. 각 패킷의 체크섬은 수신자가 손상된 패킷을 감지하여 버리고 이를 재전송을 트리거하게 합니다。

    장점과 단점. 장점: 설정할 회로가 없으며; 네트워크의 링크는 여러 메시지에 의해 공유되어 대역폭이 효율적으로 사용됩니다; 패킷은 실패하거나 혼잡된 링크를 우회하여 재경로할 수 있어 전송이 견고하며; 잃어버리거나 손상된 패킷은 그 패킷만 재전송하면 되며 전체 메시지는 아닙니다. 단점: 패킷은 순서가 뒤바뀌어 도착하여 재조립해야 하며 일부는 분실되거나 지연될 수 있습니다; 헤더는 오버헤드를 추가합니다; 가변적 지연으로 인해 추가 조치 없이 실시간 음성 및 영상에는 적합하지 않으며; 과부하 상태인 네트워크는 패킷을 Drops掉。适用场景: 이메일, 웹 페이지, 파일 다운로드 및 모든 "bursty" 트래픽, 그리고 인터넷 전반。

    항목 회로 스위칭 패킷 스위칭
    경로 전용, 예약 공유, 패킷별
    설정 시간 느림 없음
    대역폭 사용 비효율적 효율적
    순서 순서대로 순서가 뒤바뀔 수 있음
    견고성 하나만 고장 나도 회로 차단 고장 시 우회
    적합 일정 속도 흐름(음성) 버스트형 흐름(웹, 이메일)

    현대 네트워크는 효율성과 내구성을 위해 패킷 전환을 사용합니다。

    네 가지 차이점, 쌍으로 서술. (1) 회로 전환은 전송 전에 전용 경로를 설정하지만, 패킷 전환은 경로 설정 없이 전송한다. (2) 회로 전환에서는 전체 메시지가 하나의 경로를 따르지만, 패킷 전환에서는 패킷들이 서로 다른 경로를 취할 수 있다. (3) 회로 전환은 재조립 없이 데이터가 순서대로 전달되지만, 패킷 전환은 재조립을 위해 시퀀스 번호가 필요하다. (4) 회로 전환은 대화 중 대기가 있더라도 대역폭을 할당해 두지만, 패킷 전환은 여러 메시지 간에 링크를 공유한다. (또는: 연결이 끊기면 회로가 단절되지만 패킷은 경로를 변경함; 회로 전환은 실시간 스트리밍에 적합하고, 패킷 전환은 버스트성 데이터에 적합.) 각 차이점을 양쪽 모두로 작성; 한쪽만 쓰면 점수를 주지 않음.

    몇 문장으로 패킷 전환 설명하기

    좋은 시험 답안: "메시지는 작은 패킷으로 나다. 각 패킷에는 목적지 주소와 송신자 주소, 그리고 시퀀스 번호가 포함된다. 각 패킷은 네트워크를 독립적으로 이동하며, 라우터는 패킷마다 다음 hop을 선택한다. 패킷은 서로 다른 경로를 통해 이동하거나 순서가 바뀌어 도착할 수 있다. 수신자는 시퀀스 번호를 사용하여 메시지를 재조립하며, 누락된 패킷은 다시 요청할 수 있다."

    작은 예제. 전화 통화와 큰 파일 다운로드가 하나의 네트워크를 공유한다. 각각 어떤 전환 방식이 적합하고 그 이유는 무엇인가? 전화 통화는 낮은 지연 시간과 안정적인 스트림이 필요하며, 조각들이 늦게 오거나 순서가 바뀌면 심한 영향을 받기 때문에 회로 전환이 적합하다: 전체 통화를 위한 전용 경로가 설정되며, 그 용량은 전 기간 동안 할당되어 유지된다. 파일 다운로드는 수신자가 재조립하므로 Timing이나 도착 순서에 신경 쓰지 않으며, 가용한 여분 용량을 활용하는 데 이점이 있으므로 패킷 전환이 적합하다: 파일은 패킷으로 나뉘어 독립적으로 이동하며, 각 패킷에는 송신자 및 목적지 주소와 시퀀스 번호가 포함되어 있고, 라우터는 패킷마다 다음 hop을 선택한다. 이를 결정하는 트래픽의 특성을 명시하라: 통화용은 할당된 용량과 낮은 지연, 다운로드용은 효율성과 내구성이다.

    Explore · ⁨탐색하기⁩

    A packet's journey across the internet · ⁨인터넷을 가로지르는 패킷의 여정⁩

    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. · ⁨패킷 전환을 단계별로 살펴보십시오. 메시지는 분할되고, 각 패킷은 자체 경로를 찾으며, 최종 목적지가 이들을 다시 조립합니다 — 이것이 인터넷이 매우 효율적이며 파괴하기 어려운 이유입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    TCP/ˌtiː siː ˈpiː/ TCP
    connection-oriented/kəˈnekʃn ˈɔːrɪəntɪd/ 연결 지향적
    packets/ˈpækɪts/ 패킷들
    circuit switching/ˈsɜːkɪt ˈswɪtʃɪŋ/ 회로 전환
    reserved bandwidth/rɪˈzɜːvd ˈbændwɪdθ/ 예약 대역폭
    packet switching/ˈpækɪt ˈswɪtʃɪŋ/ 패킷 전환
    multiplexed/ˌmʌltɪˈplekst/ 멀티플렉스된
    variable latency/ˈveərɪəbl ˈleɪtənsi/ 변동 지연 시간
    sequence number/ˈsiːkwəns ˈnʌmbə/ 시퀀스 번호
    routing table/ˈraʊtɪŋ ˈteɪbl/ 라우팅 테이블
    14.2

    Definitions the examiner accepts · ⁨출제자가 인정하는 정의⁩

    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
    한국어

    정의 문제는 고정된 문구로 채점합니다. 이 내용들을 정확히 외우고, 답은 하나만 제시하십시오.

    용어 정의
    프로토콜 데이터 전송 방식을 규제하는 규칙의 집합으로, 송신자와 수신자가 합의하여 양측이 동일한 방식으로 해석하도록 함
    프로토콜 스택 각都有自己的 function(기능)을 가진 프로토콜 계층들의 조합으로, 함께 통신을 수행함; 각 계층은 위아래 계층과만 소통함
    애플리케이션 레이어 애플리케이션이 데이터를 교환하는 데 사용하는 프로토콜 제공 (HTTP, SMTP, FTP, IMAP, POP3)
    트랜스포트 레이어 엔드 투 엔드 통신 설정, 포트와 시퀀스 번호가 포함된 패킷으로 데이터 분할, 재조립 및 누락된 패킷 요청 (TCP), 또는 무보장 전송 (UDP)
    인터넷 레이어 IP 주소를 추가하여 패킷을 구성하고 라우터를 통해 네트워크 간에 라우팅
    링크 레이어 MAC 주소를 추가하여 프레임(frames)을 구성하고 물리적 로컬 네트워크를 통해 비트 전송
    라우터 패킷의 목적지 주소를 읽고 해당 목적지로 향하는 가장 좋은 경로를 따라 패킷을 전달하는 장치
    회로 전환 데이터 전송 전에 양단 사이에 전용 통신 경로가 설정되어 전송 전까지 유지됨
    패킷 전환 메시지가 헤더가 있는 패킷으로 나뉘어, 서로 다른 경로일 수도 있는独立的으로 전송되고 목적지에서 재조임
    패킷 헤더(주소, 시퀀스 번호, 오류 체크)와 페이로드(payload)를 포함하는 데이터 단위
    피어 투 피어 중앙 서버 없는 파일 공유, 각 컴퓨터가 클라이언트이자 서버 역할을 함
    14.2

    Exam tips · ⁨시험 팁⁩

    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.
    한국어
    • 프로토콜이 필요한 이유: 공유된 규칙, 동일한 해석, 다양한 브랜드의 컴퓨터 사용 가능. 레이어가 필요한 이유: 각 레이어가 한 가지 역할만 하고 개별적으로 변경 가능.
    • 네 가지 레이어의 순서(위에서 아래): Application, Transport, Internet, Link. 각 레이어의 역할을 한 문장으로 서술하고, '호스트 호스트 간의 메시지' 답변을 스택을 내려가고 올라오는 과정으로 설명.
    • 프로토콜 용도는 일행 요약: HTTP 웹 페이지, FTP 파일, SMTP 메일 전송, POP3 메일 다운로드, IMAP 메일 서버 보관, BitTorrent 피어 투 피어 스warm(마음)에서의 조각 전송.
    • 회로 전환: 전용 경로 먼저, 전체 메시지, 기간 동안 유지. 패킷 전환: 분할, 주소와 시퀀스 번호가 있는 헤더, 독립적 경로, 재조립. 장점과 단점은 반대의 쌍으로 등장.
    • 라우터는 목적지 주소를 읽고 라우팅 테이블을 참조하여 가장 좋은 경로를 따라 전달함; 이는 시험에서 가장 자주 묻는 패킷 전환 질문임.
    • "적절한 경우": 전화 또는 생중계 영상 통화용은 회로 전환; 이메일, 웹, 다운로드용은 패킷 전환.

    흔한 실수

    • 프로토콜을 "언어" 또는 "소프트웨어"로 정의하는 것; 이는 규칙의 집합임.
    • 레이어를 잘못된 순서로 배치하거나, TCP/IP의 네 개 레이어 대신 OSI의 일곱 개 레이어를 제시하는 것.
    • 트랜스포트 레이어를 "라우팅"이라고 묘사하거나, 인터넷 레이어를 "패킷으로 분할"이라고 묘사하는 것; 포트와 분할은 트랜스포트, IP 주소와 라우팅은 인터넷에 속함.
    • POP3와 IMAP를 혼동하거나, SMTP가 메일을 수신한다고 말하는 것.
    • 패킷 전환을 헤더(주소와 시퀀스 번호) 없이 묘사하거나, 재조립 없이 묘사하는 것.
    • 라우터가 패킷을 "모든 곳으로 전송"한다고 말하는 것; 라우팅 테이블에서 하나만 선택함.
    • 패킷 전환의 장점을 회로 전환의 단점으로 제시하되 회로 전환 쪽 설명을 하지 않는 것; 각 차이점은 양쪽이 다 필요함.
    • 패킷 전환이 자체적으로 전달을 보장한다고 주장하는 것; 트랜스포트 레이어의 시퀀스 번호와 확인(acknowledgements)이 이를 담당함.
  • 15

    Hardware and Virtual Machines · ⁨하드웨어 및 가상 머신⁩

    Watch lesson · ⁨수업 보기⁩
    15.1

    RISC vs CISC processors

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    RISC와 CISC 프로세서에 대한 이해 RISC와 CISC의 차이점 CISC 및 RISC 프로세서의 인터럽트 처리 이해
    RISC 프로세서에서 파이프라인과 레지스터의 중요성/용도에 대한 이해를 보임
    네 가지 기본 컴퓨터 아키텍처에 대한 이해 SISD, SIMD, MISD, MIMD
    대규모 병렬 컴퓨터의 특징에 대한 이해를 보임
    가상 머신 개념에 대한 이해 가상 머신의 역할 예시 제시 가상 머신의 장점과 한계 이해

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    motherboard/ˈmʌðəbɔːd/ 메인보드
    CISC/sɪsk/ CISC
    RISC/rɪsk/ RISC
    register/ˈredʒɪstə/ 레지스터(register)
    interrupt/ˈɪntərʌpt/ 인터럽트
    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
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    How pipelining fills up · ⁨파이프라인이 채워지는 과정⁩

    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. · ⁨클럭 사이클을 단계별로 살펴보십시오. 파이프라인이 가득 차면 — 각 명령어가 여전히 여러 단계를 거치더라도 — 서로 다른 명령어의 단계가 겹치므로 매 클럭 사이클마다 새로운 명령어가 완료됩니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    pipeline/ˈpaɪplaɪn/ 파이프라인
    ALU/ˌeɪ el ˈjuː/ ALU
    hazard/ˈhæzəd/ 위협
    throughput/ˈθruːpʊt/ 처리량(스루풋)
    heat-sink/hiːt sɪŋk/ 히트싱크(방열판)
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    Flynn's taxonomy/flɪnz tækˈsɒnəmi/ 플린의 분류법
    SIMD/ˈsɪmdiː/ SIMD
    MIMD/ˈmɪmdiː/ MIMD
    graphics card/ˈɡræfɪks kɑːd/ 그래픽 카드(GPU)
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    massively parallel/ˈmæsɪvli ˈpærəlel/ 대규모 병렬
    distributed memory/ˈdɪstrɪbjuːtɪd ˈmeməri/ 분산 메모리
    machine learning/məˈʃiːn ˈlɜːnɪŋ/ 머신러닝
    supercomputers/ˌsuːpəkəmˈpjuːtəz/ 슈퍼컴퓨터
    server/ˈsɜːvə/ 서버
    data centre/ˈdeɪtə ˈsentə/ 데이터 센터
    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 · ⁨컴퓨팅 개념 실험실⁩

    Classify concrete examples by the computing idea they demonstrate. · ⁨구체적인 예시를 그들이 시연하는 컴퓨팅 개념에 따라 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    virtual machine/ˈvɜːtʃuːəl məˈʃiːn/ 가상 머신
    hypervisor/ˌhaɪpəˈvaɪzə/ 하이퍼바이저
    sandboxing/ˈsændbɒksɪŋ/ 샌드박싱
    bytecode/ˈbaɪtkəʊd/ 바이트코드
    just-in-time compilation/dʒʌst ɪn taɪm ˌkɒmpɪˈleɪʃn/ just-in-time 컴파일
    host operating system/həʊst ˈɒpəreɪtɪŋ ˈsɪstəm/ 호스트 운영체제
    guest operating system/ɡest ˈɒpəreɪtɪŋ ˈsɪstəm/ 게스트 운영체제
    15.2

    Boolean algebra

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    반 더미 및 풀 더미를 포함하는 논리 회로의 진리표 생성 두 개 이상의 입력을 가진 논리 게이트 포함 가능
    플립플롭 (SR, JK)에 대한 이해 플립플롭의 논리 회로 도면 그리기 및 진리표 도출 플립플롭이 데이터 저장 요소로서 하는 역할 이해
    부등식 대수에 대한 이해 데 모르간 법칙 이해 데 모르간 법칙을 사용하여 부등식 대수 수행 논리 회로/식을 부등식 대수를 사용하여 단순화
    카나프 지도 (K-map)에 대한 이해 카나프 지도 사용의 장점 이해 카나프 지도를 사용하여 논리 문제 해결

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨부울 대수⁩

    A·B, A+B, Ā …

    Boolean algebra is just these gates written as expressions — compare the truth tables. · ⁨부울 대수는 단순히 진리표를 비교하여 식으로 표현된 게이트들입니다.⁩

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    Boolean truth tables · ⁨부울리안 진리표⁩

    Pick an operator and the inputs to build its truth table — the algebra behind logic circuits. · ⁨연산자와 입력을 선택하여 진리표를 구성하세요—논리 회로의 대수적 배경입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    Boolean algebra/ˈbuːlɪən ˈældʒɪbrə/ 부울 대수
    Boolean/ˈbuːlɪən/ Boolean
    truth tables/truːθ ˈteɪblz/ 진리표
    De Morgan's laws/də ˈmɔːɡənz lɔːz/ 데摩根의 법칙들
    absorption/əbˈsɔːpʃn/ 흡수
    sum-of-products/sʌm ɒv ˈprɒdʌkts/ 곱의 합(sum-of-products)
    Watch lesson · ⁨수업 보기⁩
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    Karnaugh map/ˈkɑːnɔː mæp/ 카르네그 마프
    Gray code/ɡreɪ kəʊd/ 그레이 코드
    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 · ⁨탐색하기⁩

    The gates inside an adder · ⁨가산기 내부의 논리문자⁩

    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. · ⁨하프 가산기의 합 산출(Sum bit)은 XOR 문자이며,進位(Carry)는 AND 문자입니다. A와 B를 전환하면 진리표 행이 점등되는 것을 확인할 수 있습니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    half adder/hɑːf ˈædə/ 하프 어더
    carry/ˈkæri/ 카리(Carry)
    full adder/fʊl ˈædə/ 풀 어더
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    flip-flop/flɪp flɒp/ 플립플롭
    bistable/baɪˈsteɪbl/ 바이스테이블
    toggle/ˈtɒɡl/ 토글
    counters/ˈkaʊntəz/ 카운터
    SRAM/ˈesræm/ SRAM
    clock/klɒk/ 클럭(시계 신호)
    SR flip-flop/ˌes ˈɑː flɪp flɒp/ SR 플립플롭
    JK flip-flop/ˌdʒeɪ ˈkeɪ flɪp flɒp/ JK 플립플롭
    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 · ⁨시스템 소프트웨어⁩

    Watch lesson · ⁨수업 보기⁩
    16.1

    How an OS maximises use of resources

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    OS가 자원을 최대한으로 활용할 수 있는 방식에 대한 이해를 보임
    사용자 인터페이스가 하드웨어의 복잡성을 사용자에게 숨기는 방식 설명
    프로세스 관리에 대한 이해 멀티 태스킹과 프로세스의 개념 프로세스 상태: 실행 중, 대기 중, 블록됨 스케줄링의 필요성과 다양한 스케줄링 루틴의 기능 및 장점(예: 라운드 로빈, 최단 작업 우선, 선입선출, 남은 시간 최단) OS 커널이 인터럽트 핸들러로서 작동하는 방식 및 인터럽트 처리가 저수준 스케줄링 관리를 위해 어떻게 사용되는지
    메모리 관리를 위한 가상 메모리, 페이징 및 세그멘테이션에 대한 이해 페이징, 가상 메모리 및 세그멘테이션의 개념 페이징과 세그멘테이션의 차이 페이지 교체 방법 디스크 스래싱이 발생할 수 있는 방식

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    multi-tasking/ˈmʌlti ˈtæskɪŋ/ 멀티-tasking
    paging/ˈpeɪdʒɪŋ/ 페이지링(paging)입니다.
    spooling/ˈspuːlɪŋ/ 스풀링
    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 · ⁨탐색하기⁩

    The life of a process · ⁨프로세스의 수명⁩

    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. · ⁨루프를 돌며 프로세스가 이동합니다. 스케줄러가 선택했을 때만 실행되며, I/O 요청 시 블로킹되고 시간)slice)이 끝나면 다시 준비 상태 queues로 돌아갑니다—완료될 때까지 반복됩니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    process/ˈprəʊses/ 프로세스(process)
    scheduler/ˈʃedjʊlə/ 스케줄러
    round robin/raʊnd ˈrɒbɪn/ 라운드 로빈
    time slice/taɪm slaɪs/ 타임 슬라이스
    pre-emptive/priː ˈemptɪv/ 선점 방식(pre-emptive)
    blocked/blɒkt/ 블로킹(blocked)
    process control block/ˈprəʊses kənˈtrəʊl blɒk/ 프로세스 제어 블록(process control block)
    context switch/ˈkɒntekst swɪtʃ/ 컨텍스트 스위치
    kernel/ˈkɜːnl/ 커널(kernel)
    interrupt handler/ˈɪntərʌpt ˈhændlə/ 인터럽트 핸들러
    interrupt handling/ˈɪntərʌpt ˈhændlɪŋ/ 인터럽트 처리
    inter-process communication/ˈɪntə ˈprəʊses kəˌmjuːnɪˈkeɪʃn/ 프로세스 간 통신(IPC)
    pipes/paɪps/ 파이프(pipes)
    shared memory/ʃeəd ˈmeməri/ 공유 메모리(shared memory)
    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 · ⁨탐색하기⁩

    What happens on a page fault · ⁨페이지 faults에 대해 일어나는 일⁩

    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. · ⁨페이지 faults를 단계별로 살펴보세요. 프로그램이 RAM에 없는 페이지에 접근하면 OS가 디스크에서 조용히 가져와 페이지 테이블을 업데이트합니다—따라서 프로그램은 물리적 존재보다 더 많은 메모리를 볼 수 있습니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    virtual address space/ˈvɜːtʃuːəl əˈdres speɪs/ 가상 주소 공간
    pages/ˈpeɪdʒɪz/ 페이지
    frames/freɪmz/ 프레임
    page fault/peɪdʒ fɒlt/ 페이지 페일트
    swap file/swɒp faɪl/ 스왑 파일
    thrashing/ˈθræʃɪŋ/ 슬러싱
    segmentation/ˌseɡmənˈteɪʃn/ 세그멘테이션
    disk thrashing/dɪsk ˈθræʃɪŋ/ 디스크 스래싱(thrashing)
    16.2

    How an interpreter runs a program

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    인터프리터가 변환된 버전을 생성하지 않고 프로그램을 실행할 수 있는 원리에 대한 이해를 보임
    프로그램 컴파일의 다양한 단계에 대한 이해 .lexical 분석, 문법 분석, 코드 생성 및 **최적화 포함
    언어의 문법이 문법 그림 또는 Backus-Naur Form (BNF) 표기를 통해 어떻게 표현되는지에 대한 이해를 보임
    **역폴란드 표기법(RPN)**이 식의 평가에 어떻게 사용될 수 있는지에 대한 이해를 보임

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    interpreter/ɪnˈtɜːprɪtə/ 인터프리터
    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 · ⁨탐색하기⁩

    The phases of compilation · ⁨컴파일의 단계들⁩

    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. · ⁨컴파일이 소스 코드를 처리하는 과정을 단계별로 확인하십시오. 각 단계는 출력을 다음 단계에 전달합니다 — 문자가 토큰으로, 토큰이 트리로, 트리가 최적화된 기계 코드로 변환됩니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    compiler/kəmˈpaɪlə/ 컴파일러
    machine code/məˈʃiːn kəʊd/ 머신 코드
    lexical analysis/ˈleksɪkl əˈnæləsɪs/ 어휘 분석
    tokens/ˈtəʊkənz/ 토큰s(tokens)
    syntax analysis (parsing)/ˈsɪntæks əˈnæləsɪs/ 구문 분석(parsing)
    abstract syntax tree/ˈæbstrækt ˈsɪntæks triː/ 추상 구문 트리
    syntax error/ˈsɪntæks ˈerə/ 문법 오류(syntax error)
    semantic analysis/səˈmæntɪk əˈnæləsɪs/ 의미 분석
    code generation/kəʊd ˌdʒenəˈreɪʃn/ 코드 생성
    code optimisation/kəʊd ˌɒptɪmaɪˈzeɪʃn/ 코드 최적화
    symbol table/ˈsɪmbl ˈteɪbl/ 심볼 테이블
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    grammar/ˈɡræmə/ 문법
    Backus-Naur Form/ˈbækəs nɔː fɔːm/ 바커스-나우르 형식
    production rule/prəˈdʌkʃn ruːl/ 생성 규칙(production rule)
    terminal/ˈtɜːmɪnl/ 터미널
    non-terminal/nɒn ˈtɜːmɪnl/ 비터미널
    syntax diagram/ˈsɪntæks ˈdaɪəɡræm/ 구문 다이어그램
    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 · ⁨탐색하기⁩

    Operator precedence — what RPN removes · ⁨연산자 우선순위 — 역폴란드 표기법이 제거하는 부분⁩

    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. · ⁨일반 중위 수식에서 ×와 ÷는 +와 −보다 결합력이 강하므로, 올바른 순서로 규칙을 적용해야 합니다. 역폴란드 표기법은 피연산자를 먼저 기록합니다(3 4 2 × + 1 −). 이로 인해 우선순위가 명확해져 별도의 우선순위 규칙이 필요 없습니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    infix/ˈɪnfɪks/ 인픽스
    Reverse Polish Notation/rɪˈvɜːs ˈpəʊlɪʃ nəʊˈteɪʃn/ 역 폴란드 기법
    postfix/ˈpəʊstfɪks/ 포픽스
    stack/stæk/ 스택
    precedence/ˈpresɪdəns/ 우선순위
    bytecode/ˈbaɪtkəʊd/ 바이트코드
    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 · ⁨안정성⁩

    Watch lesson · ⁨수업 보기⁩
    17.1

    How encryption works · ⁨암호화의 원리⁩

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    암호화가 작동하는 원리에 대한 이해 공钥, 사钥, 평문, 암호문, 암호화, 대칭 키 암호화 및 비대칭 키 암호화의 사용 포함 공钥과 사钥을 사용하여 공개적으로 개인/기관에게 비私密 메시지를 보내는 방법 공钥과 사钥을 사용하여 검증된 메시지를 공개적으로 보내는 방법 대칭 및 비대칭 암호화를 사용하여 데이터를 암호화 및 복호화하는 방법 양자 암호학의 목적, 장점 및 단점
    Secure Socket Layer (SSL) / **Transport Layer Security (TLS)**에 대한 인지 SSL/TLS의 목적 클라이언트-서버 통신에서의 SSL/TLS 사용 SSL/TLS 사용이 적절한 상황
    디지털 인증에 대한 이해 디지털 인증서를 취득하는 방법 디지털 인증서를 사용하여 디지털 서명을 생성하는 방법

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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.

    한국어

    암호화는 키에 의존하는 수학 연산을 사용하여 가독성 있는 평문(plain text)을 가독 불가능한 암호문(cipher text)으로 변환합니다. 올바른 키를 가진 사람만이 이를 역행하여 평문으로 복원할 수 있는데, 이를 복호화라고 합니다. 키를 모른 채 암호문을 도청한 공격자는 무의미한 데이터만 보게 되는데, 가능한 모든 키를 시도하는 데에는 너무 많은 시간이 걸리기 때문입니다. 최신 방식인 양자 암호학은 양자 물리학을 활용하여 도청자의 존재를 드러낼 수 있는 방식으로 키를 공유합니다.

    Enigma 암호 장치와 키보드 및 로터
    英格玛密码机在第二次世界大战期间用于加密信息——这是一种早期的机械式密码设备
    평문이 암호화 알고리즘과 암호화 키를 거쳐 인터넷을 통해 암호문으로 변하고, 복호화 알고리즘과 복호화 키를 다시 평문으로 돌아옵니다
    암호화는 키를 사용하여 평문을 섞어 놓으며, 복호화는 이를 역으로 undone합니다

    대칭 암호화

    대칭 암호화 (대칭 키 암호학)는 암호화와 복호화에 동일한 키를 사용하므로, 송신자와 수신자 모두에게 비밀 키가 공유되어야 합니다. 처리 속도가 빠르며 대용량 데이터(전체 디스크, 비디오 스트림 등)에 적합합니다. 그러나 키 분배 문제가 있습니다: 초기에 어떻게 안전하게 키를 공유할 것인가? 비대칭 암호화가 이를 해결합니다.

    "대칭 키 암호화의 의미를 설명하시오 (2점)." 평문(plaintext)을 암호화하고 암호문(ciphertext)을 복호화하는 데 동일한 키가 사용되므로, 이 키는 송신자와 수신자 간에 공유되어야 하며 다른 모든 사람에게 비밀로 유지되어야 합니다. 두 가지 단점이 있습니다. 메시지가 전송되기 전에 키를 교환해야 하며, 전송 중 도청되면 도청자가 모든 메시지를 읽을 수 있습니다; 모든 쌍의 통신자에게마다 별도의 키가 필요하며, 양쪽 끝에서 동일한 키를 공유하므로 누가 메시지를 보냈는지 증명할 수 없습니다. "키 암호화를 사용하는 두 가지 이유를 제시하시오:": 도청자가 데이터를 읽지 못하게 하여(비밀성); 수신자가 데이터가声称한 sender에서 왔으며 변조되지 않았음을 확신할 수 있게 함(정체성 및 무결성). 두 방법은 대칭 키 암호학과 비대칭 키 암호학입니다.

    대칭 암호화는 양끝에서 동일한 키를 사용하며, 이는 비밀으로 공유되어야 함
    대칭 암호화는 양끝에서 동일한 비밀 키를 사용함

    비대칭 암호화 (公开密钥)

    비대칭 암호화 (비대칭 키 암호학)는 각 사용자에게 서로 관련된 키 쌍을 부여합니다: 공개하는 公开密钥와 비밀로 유지하는 사钥. 公开密钥로 암호화된 데이터는 오직 매칭되는 사钥으로만 복호화할 수 있으며, 그 반대로도 동일합니다.

    톰과 미라는 각각 공유할 公开密钥와 비밀로 유지할 사钥을 가집니다; 미라가 톰에게 자신의 公开密钥를 전송함
    각 사용자는 공유할 公开密钥와 비밀로 유지할 사钥을 가짐

    앨리스에게 비밀 메시지를 보내려면: 그녀의 공개된 公开密钥를 얻어用它으로 암호화하여 전송합니다. 오직 매칭되는 사钥을 보유한 앨리스만이 복호화할 수 있습니다. 사전의 키 교환은 필요 없습니다. 대신 속도는 대칭 암호화보다 훨씬 느리므로 대용량 데이터에는 사용하지 않습니다.

    "사钥의 의미를 서술하시오." 소유자만이 아는 키(전송되지 않음)로, 매칭되는 公开密钥로 암호화된 데이터를 복호화하고 디지털 서명을 생성하는 데 사용됩니다. "비대칭 암호화 과정을 설명하시오 (4점):" (1) 수신자가 수학적으로 연관된 키 쌍, 즉 公开密钥와 사钥을 생성합니다; (2) 公开密钥를 그들에게 메시지를 보내고 싶은modal에게 공개합니다; (3) sender가 수신자의 公开密钥로 평문을 암호화합니다; (4) 암호문은 수신자의 사钥으로만 복호화할 수 있으며, 이 키는 수신자를離脱하지 않으므로 메시지를 도청한modal은 읽을 수 없습니다.

    해설 예제. 프레드가 시엘라에게 기밀 문서를 보내고 싶습니다. 비대칭 암호화가 어떻게 사용되는지 설명하십시오.

    시엘라에는 키 쌍이 있으며, 그녀는 프레드에게 자신의 公开密钥를 전송하거나(또는 그의 인증서에서 얻습니다). 프레드는 시엘라의 公开密钥로 문서를 암호화하여 암호문을 전송합니다. 오직 시엘라의 사钥만이 이를 복호화할 수 있으며, 오직 시엘라만이 이를 보유하므로, 암호화 이후에는 프레드 포함modal은 문서를 읽을 수 없습니다. 키는 수신자의 방식(her public key to lock, her private key to unlock)으로 사용됩니다. "보안 전송을受领하기 위한" 키 쌍을 보유한 조직은 정확히 이 방식을 사용합니다: 公开密钥를 공개하고, 사钥을 보유하며, 도착한 데이터를 복호화합니다.

    대칭 암호화와 비대칭 암호화의 두 가지 차이점. 대칭은 양방향 모두에 하나의 키를 사용하지만, 비대칭은 암호화에 하나와 복호화에 다른 하나를 사용하는 두 개의 관련 키를 사용합니다. 대칭 암호화에서는 키가 양측에 의해 비밀로 유지되어야 하며 안전하게交换됩니다; 비대칭 암호화에서는 公开密钥를 공개할 수 있고 오직 사钥만이 비밀입니다. 대칭 암호화가 훨씬 빠르며 대용량 데이터에 적합하지만, 비대칭은 느리므로 대용량 데이터보다는 키와 서명에 사용됩니다.

    사钥은 비밀로 유지되어야 하므로, 때로는 작은 하드웨어 보안 키에 보관되기도 합니다. 이를 꽂거나 터치하여 신원을 입증하면, 비밀 키는 장치 밖으로 나가지 않습니다.

    흰 배경 위에 검은색 하드웨어 보안 키가 있으며, 중앙에 원형 금색 터치 센서와 한쪽에 금색 USB 커넥터가 있음
    하드웨어 보안 키는 신원 확인을 위한 비밀 키를 저장함

    하이브리드 방식 (거의 모든 실제 시스템에서 사용됨)

    새로운 세션 키를交換하기 위해 비대칭 암호화를 사용하고, 이후 데이터에는 해당 대칭 키를 사용합니다:

    1. 클라이언트가 무작위 세션 키를 생성합니다.
    2. 서버의 公开密钥로 세션 키를 암호화합니다.
    3. 서버는 자신의 사钥로 이를 복호화합니다.
    4. 양측은 이제 세션 키를 공유하며 나머지 작업에는 빠른 대칭 암호화를 사용합니다.

    이것이 HTTPS와 SSH의 작동 원리입니다.

    시험 문제에서의 키交换 문제 버전. "메시지가 전송되기 전에 대칭키를 exchange해야 합니다. 이 키를 안전하게 exchange하는 방법을 설명하시오." sender가 대칭 키를 수신자의 公开密钥로 암호화하여 전송합니다; 수신자는 자신의 사钥으로 이를 복호화합니다; 양측은 이제 전송 중 노출되지 않은 대칭 키를 보유하고 메시지를 암호화합니다. 비대칭 암호화가 distribution 문제를 해결하고, 대칭 암호화가 이후 빠른 작업을 수행합니다.

    클라이언트가 서버의 公开密钥로 세션 키를 암호화하여 전송하며; 오직 서버의 사钥만이 이를 열 수 있으며; 이후 양측은 공유된 세션 키로 빠른 대칭 암호화를 사용합니다
    혼합 방식: 비대칭 암호는 세션 키를 한 번만 공유한 후, 빠른 대칭 암호가 데이터를 보호합니다

    해싱 (관련 개념, 암호화가 아님)

    암호학적 해시 함수는 임의의 입력을 받아 고정된 크기의 **디제스트(digest)**를 생성합니다. 같은 입력은 항상 동일한 디제스트를 생성하며, 두 개의 다른 입력이 동일한 디제스트를 가지는 것을 찾는 것은 불가능에 가깝습니다. 또한 입력의 미세한 변화도 디제스트를 완전히 바꿉니다. 해시는 단방향(one-way) 이므로, 디제스트에서 원본 입력을 복원할 수 없습니다. 비밀번호 저장 및 검증, 무결성(integrity) 검증, 디지털 서명 등에 사용됩니다.

    암호학적 해시는 입력 hello를 하나의 디제스트로 매핑하고, 한 글자만 변경된 hellp를 완전히 다른 디제스트로 매핑합니다; 해시는 되돌릴 수 없습니다
    암호학적 해시는 고정된 디제스트를 제공하며, 미세한 입력 변화가 디제스트를 완전히 바꾸고, 이는 되돌릴 수 없습니다

    양자 암호학

    양자 암호학은 빛의 물리 법칙을 이용하여 키를 분배합니다: 키의 비트들은 그 양자 상태가 값을 인코딩하는 **광자(photon)**로 전송됩니다. “목적 설명”: 암호화 키를 보안적으로 전송하여, 도청 시도가 이루어지면 이를 검출할 수 있도록 합니다. 광자의 측정은 그 상태를 변경하기 때문입니다. 따라서 **도청자(eavesdropper)**는 흔적을 남기게 되며, 위조된 키는 폐기되고 새로운 키가 재전송됩니다. 장점: 도청은 항상 검출 가능하며, 키를 복제하려면 반드시 변조되어야 하므로 도용이 불가능합니다. 향후 컴퓨팅 파워의 발전에 대한 보안성이 있습니다(수학적 키는 결국 붕괴될 수 있으나, 양자 키는 교란 없이 읽을 수 없습니다). 단점: 전문적이고 비싼 장비가 필요합니다. 전용 광섬유(또는 직선 시야)에서만 제한된 거리 내에서 작동하며, 기존 인터넷 전체를 통해 작동하지 않습니다. 키만 분배하므로, 일반 암호화方式이 메시지 자체를 여전히 보호해야 합니다. 또한 새로운 기술로서 공급업체가 적고 경험이 부족합니다.

    Explore · ⁨탐색하기⁩

    Hashing and the avalanche effect · ⁨해싱 및 폭풍 효과(Avalanche Effect)⁩

    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. · ⁨해시는 일방향입니다: 계산하기 쉬우나 역산하는 것은 사실상 불가능합니다. 입력의 미세한 변화가 출력의 크고 예측 불가능한 부분을 완전히 바꿉니다 — 이것이 해시가 비밀번호에 적합한 이유인 폭풍 효과입니다.⁩

    Explore · ⁨탐색하기⁩

    The Caesar cipher · ⁨Caesar 암호⁩

    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. · ⁨각 문자를 이동시켜 메시지를 암호화합니다. 간단한 암호는 키의 개념을 보여주며, 왜 작은 키는 쉽게 깨질 수 있는지 설명합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    encryption/enˈkrɪpʃn/ encryption
    plaintext/ˈpleɪntekst/ 평문
    ciphertext/ˈsaɪfətekst/ 암호문
    decryption/dɪˈkrɪpʃn/ 복호화(decryption)
    quantum cryptography/ˈkwɒntəm krɪpˈtɒɡrəfi/ 양자 암호학
    eavesdropper/ˈiːvzdrɒpə/ 도청자(eavesdropper)
    integrity/ɪnˈteɡrɪti/ 무결성
    public key/ˈpʌblɪk kiː/ 公开 키
    private key/ˈpraɪvət kiː/ 개인키
    digest/ˈdaɪdʒest/ 디지스트
    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.

    한국어

    TLS(Transport Layer Security, Secure Socket Layer, SSL의 후속)은 네트워크를 통해 전송되는 데이터에 대해 암호화와 인증을 제공하는 프로토콜입니다.它是传输中的数据加密,使用证书验证服务器身份,并提供完整性(检测篡改)。

    TLS 핸드쉐이크의 개요:

    1. 클라이언트가 연결하고 암호화 옵션을 제안합니다.
    2. 서버가 하나를 선택하여 디지털 인증서(공인-public key 포함)를发送 — 이러한 인증서의 발급 및 검증은 **디지털 인증(digital certification)**에 해당합니다.
    3. 클라이언트가 인증서를 확인합니다.
    4. 양측이 비대칭 암호를 사용하여 새로운 세션 키를 교환합니다.
    5. 이후 모든 트래픽은 세션 키를 사용한 빠른 대칭 암호로 처리됩니다.

    이 결과는 HTTP, SMTP와 같은 고위 프로토콜을 위한 암호화, 인증, 무결성 검증이 적용된 터널을 만듭니다. **민감한 정보(sensitive information)**가 전송되는 곳이라면 어디든 적합합니다: HTTPS 웹 브라우징, 온라인 뱅킹 및 결제, 안전한 이메일, VPN 등.

    “SSL/TLS의 목적”과 “두 가지 기능”을 설명하십시오. 목적은 네트워크 상에서 클라이언트와 서버 간 **안전한 통신(secure communication)**을 제공하는 것입니다. 기능: 전송되는 데이터를 암호화하여 도청당해 읽히지 않게 합니다; 디지털 인증서를 통해 서버(및 선택적 경우 클라이언트)를 인증하여, 클라이언트가 정품 사이트와 대화하고 있음을 알 수 있게 합니다; 데이터의 무결성을 검사하여 전송 중 변경 사항을 탐지합니다. 적용 가능한 두 가지 예: 온라인 킹 및 온라인 쇼핑(카드 결제); 또한 로그인, 개인 이메일, 파일 전송, VoIP 및 인스턴트 메시징: 사적 데이터가 인터넷을 가로질러 이동하는 모든 거래에 적합합니다.

    TLS를 구성하는 두 가지 프로토콜. 핸드쉐이크(handshake) 프로토콜은 세션을 설정합니다: 암호화 알고리즘(암호화 스위트, cipher suite)을 합의하고, 서버의 인증서로 인증하며, 세션 키를交換합니다. 레코드(record) 프로토콜은 이후 데이터를 전달합니다: 각 메시지를 세션 키로 암호화하고 무결성 검사를 추가한 뒤, 전송 계층으로 넘겨줍니다.

    클라이언트와 서버 간의 시퀀스 다이어그램: 클라이언트는 안전한 연결 요청을 하고, 서버는 디지털 인증서와 공인-key를 회신하며, 클라이언트는 인증서를 확인하고 세션 키를 생성하여 서버의 공인-key로 암호화하여 전송하며, 서버는 자신의 비밀-key로 이를 복호화하고, 이후 양측은 대칭 암호로 통신합니다
    안전한 세션 시작 방법: 인증서가 서버임을 증명하고, 서버의 공인-key가 전송 중인 세션 키를 보호하며, 이후 모든 것을 세션 키가 보호합니다

    “클라이언트-서버 통신이 시작될 때 SSL/TLS가 어떻게 사용되는지” 설명하시오 (6점). (1) 클라이언트(브라우저)가支持的哪些加密方法来说明它支持哪些加密方法。 (2) 서버는 공인-public key가 포함된 디지털 인증서를 회신합니다. (3) 클라이언트는 인증서가 유효한지 확인합니다(신뢰받는 인증 기관(Certificate Authority)에서 발급되었는지, 만료되지 않았는지, 올바른 도메인인지). (4) 클라이언트는 세션 키를 생성하고, 서버의 공인-key로 암호화하여 전송합니다. (5) 서버는 자신의 **비밀-key(private key)**로 세션 키를 복호화합니다. (6) 양측은 이제 세션 키를 보유하고 있으며, 모든 추가 데이터는 이를 사용한 **대칭 암호(symmetric encryption)**로 전송됩니다. 이 순서대로 단계를 제시하십시오; 점수는 인증서, 공인-key, 세션 키, 그리고 대칭 암호로의 전환에 부여됩니다.

    Explore · ⁨탐색하기⁩

    The TLS handshake · ⁨TLS 핸드셰이크⁩

    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. · ⁨자물쇠 아이콘이 나타나기 전에 일어나는 과정을 설명하십시오. 느린 PUBLIC-KEY crypto는 공유 키에 대한 합의에만 사용되며, 실제 페이지 데이터는 빠른 대칭 암호 하에 전송됩니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    symmetric encryption/sɪˈmetrɪk enˈkrɪpʃn/ 대칭 암호화
    key distribution/kiː ˌdɪstrɪˈbjuːʃn/ 키 배분(key distribution)
    asymmetric encryption/ˌeɪsɪˈmetrɪk enˈkrɪpʃn/ 비대칭 암호화
    handshake/ˈhændʃeɪk/ 핸드shake(handshake)
    Certificate Authority/səˈtɪfɪkət əˈθɒrɪti/ 인증 기관
    man-in-the-middle/mæn ɪnðə ˈmɪdl/ 맨 인 더 미들
    17.1

    Digital certificates · ⁨디지털 인증서⁩

    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.

    한국어

    디지털 인증서는 신원(도메인, 조직 등)을 공인-key에 묶으며, 신뢰받는 **인증 기관(Certificate Authority, CA)**에 의해 서명됩니다. 대상(신원을 식별하는 주체), 대상의 공인-key, 발급자(CA), 유효 기간, 그리고 모든 내용에 대한 CA의 서명이 포함되어 있습니다

    사용자가 신원과 공개 키를 인증 기관(CA)에 요청하면, CA는 신원을 검증하고 공개 키, CA 식별자, 사용자 ID, 디지털 서명 및 기타 정보를 포함하는 서명된 디지털 인증서를 발급함
    인증 기관(CA)은 신원과 공개 키를 연결하는 디지털 인증서를 발급함

    이 인증서를 검증하려면 클라이언트(신뢰할 수 있는 루트 CA 목록을 보유):

    1. 만료 날짜를 확인합니다.
    2. 주체 이름이 URL과 일치하는지 확인합니다.
    3. 신뢰할 수 있는 CA에 의해 서명되었는지 확인하며, CA의 공개 키를 사용하여 서명을 검증합니다.
    4. 신뢰할 수 있는 루트까지 인증서 체인을 따라 올라갑니다.

    무엇인가 결여되면 브라우저는 "당신의 연결은 비공개가 아닙니다" 경고 표시합니다. 검증이 완벽하게 완료되면 클라이언트는 신원이 신뢰할 수 있는 CA에 의해 검토되었음을, 공개 키가 해당 신원에 정말 속함을, 그리고 인증서가 유효함을 알 수 있습니다.

    "디지털 인증서의 의미를 설명하시오" (2점). 인증 기관(CA)에서 발급한 전자 문서로, 소유자(개인, 조직 또는 웹사이트)의 신원을 검증하며 소유자의 공개 키를 포함합니다. 발견되는 항목: 일련 번호; 소유자 이름(주체) 및 웹사이트의 경우 도메인; 소유자의 공개 키; 발급 CA의 이름; 유효 기간(날짜); 사용된 서명 알고리즘; 그리고 전체 인증서에 대한 CA의 디지털 서명.

    "조직이 디지털 인증서를 획득하는 방법을 설명하시오" (4점). (1) 조직은 자체적인 키 쌍, 즉 공개 키와 개인 키를 생성합니다. (2) 공개 키와 신원 정보가 포함된 요청을 인증 기관(CA)에 전송합니다. (3) CA는 신원을 검증합니다(신청인이真有 조직이거나 도메인을 소유했는지 확인). (4) CA는 공개 키와 신원을 포함한 인증서를 생성하여 CA 자신의 개인 키로 서명하고 반환합니다. (5)組織는 서버에 인증서를 설치하여 클라이언트에 전달할 수 있게 합니다. 개인 키는 조직 밖으로 절대 나가지 않습니다.

    "왜 디지털 서명의 효성을 검증하기 위해 디지털 인증서가 필요한지 설명하시오." 서명을 확인하려면 수신자는 sender의 공개 키가 필요하며, 이 키가 진정 ** claimed sender에게 속함**을 확신해야 합니다; 인증서는 공개 키와 함께 신원을 제공하며, 인증서가 신뢰할 수 있는 CA에 의해 서명되었기 때문에 수신자는 이 연결을 신뢰할 수 있습니다. 이것이 없으면 위장자가 다른 사람의 이름으로 공개 키를 게시하고 그 사람처럼 메시지를 서명할 수 있습니다. 동일한 논리는 "인터넷에서 다운로드한 프로그램에 정품임을 증명하기 위해 무엇 포함되어야 하는가"라는 질문에 대한 답변입니다: 디지털 서명, 발행자의 인증서와 대조하여 검증됨.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    digital certificate/ˈdɪdʒɪtl səˈtɪfɪkət/ 디지털 인증서
    17.1

    Digital signatures · ⁨디지털 서명⁩

    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.

    한국어

    디지털 서명은 메시지를 누가 서명했는지 그리고それが 변경되지 않았음을 증명합니다. 서명하기 위해:

    1. 메시지의 암호화 해시를 계산합니다.
    2. 해시 값을 sender의 개인 키로 암호화 — 이것이 서명입니다.
    3. 메시지 및 서명을 전송합니다.

    검증하기 위해: 수신된 메시지의 해시를 계산합니다; sender의 공개 키로 서명을 복호화하여 sender의 해시를 얻습니다; 비교합니다. 일치하면, 메시지는 개인 키 소지자에 의해 서명되었음(인증) 및 변경되지 않았음(무결성)을 의미합니다. 서명은 메시지를 숨기지 않습니다 — 기밀성을 위해 암호화하고 서명해야 합니다.

    sender는 메시지를 디지스트로 해싱하고 개인 키로 암호화하여 서명을 형성합니다; receiver는 메시지를 재해싱하고 sender의 공개 키로 서명을 복호화한 후 두 디지스트를 비교함
    서명은 메시지를 해싱하고 디지스트를 개인 키로 암호화하며, receiver는 공개 키로 이를 확인함

    "디지털 서명 생성 시 디지털 인증서의 역할을 설명하시오" (3점). sender의 인증서는 CA에서 발급되었으며 sender의 공개 키와 sender의 신원을 포함합니다; sender는 메시지를 해싱하고 인증서의 키와 쌍을 이루는 개인 키로 해시를 암호화하여 서명을 생성합니다; receiver는 인증서에서 가져온 공개 키를 사용하여 해시를 복호화하며, 인증서가 해당 키를 sender에 연결하므로 서명은 누가 서명했는지 증명합니다.

    "디지털 서명이 메시지를 검증하는 데 어떻게 사용되는지 설명하시오" (4점). (1) receiver는 sender의 공개 키(sender의 인증서에서 가져옴)로 서명을 복호화하여 sender가 계산한 해시를 얻습니다. (2) receiver는 같은 해시 알고리즘으로 수신된 메시지를 해싱합니다. (3) 두 해시는 비교됩니다. (4) 만약 일치하면, 메시지는 개인 키 소지자에게서 왔음(진정) 및 서명 이후 변경되지 않음(무결성)을 의미하며; 서로 다르면 메시지는 거절됩니다. 은행가는 기밀 데이터를 서명과 함께 받을 때 신뢰하기 전에 정확히 이 과정을 거칩니다; 데이터 자체는 별도로 은행가의 공개 키로 기밀성을 위해 암호화될 수 있습니다.

    종합하기

    https://www.bank.com에 대한 안전한 요청: 서버는 인증서를 전송합니다; 클라이언트는 신뢰할 수 있는 CA와 대조하여 이를 검증합니다; 클라이언트는 서버의 공개 키를 사용하여 세션 키를 교환합니다; 그런 다음 데이터는 해당 키로 암호화되어 전송됩니다. 암호화는 도청자를 차단하고, 인증서는 서버의 신원을 입증하며, 무결성 검사는 중간자 공격자가 데이터를 변경하는 것을 방지합니다.

    풀이 예제. 앨리스가 보브에게 계약서를 보냅니다. 앨리스는 보브가 계약서가 herself에서 왔고 변조되지 않았음을 확신하기를 원하며, 또한 다른 누구도 읽지 못하게 하고 싶습니다. 그녀는 어떤 키를 사용하며, 어떤 방향으로? 이는 서로 다른 두 가지 작업으로, 각각 다른 키 쌍이 필요합니다. 서명(인증 및 무결성): 앨리스는 계약서를 해시하고 그 해시 값을 她自己의 비공개 키로 암호화합니다; 보브는 앨리스의 공개 키로 복호화하여 자신의 메시지 해시와 비교합니다. 비공개 키는 앨리스만이 보유하므로, 그녀만 생성할 수 있었습니다. 비밀유지: 앨리스는 계약서 자체를 보브의 공개 키로 암호화하므로, 오직 보브의 비공개 키만이 열 수 있습니다. 모든 것을 명확히 구분하는 한 가지 규칙: 본인의 비공개 키로 서명하고 수신자의 공개 키로 암호화하십시오. 서명만으로는 메시지를 숨길 수 없습니다.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    digital signature/ˈdɪdʒɪtl ˈsɪɡnɪtʃə/ 디지털 서명
    hardware security key/ˈhɑːdweə sɪˈkjʊərɪti kiː/ 하드웨어 보안 키
    session key/ˈseʃn kiː/ 세션 키
    cryptographic hash/ˌkrɪptəˈɡræfɪk hæʃ/ 암호 해시
    17.1

    Definitions the examiner accepts · ⁨출제자가 인정하는 정의⁩

    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
    한국어

    정의 문제는 고정된 문구로 채점합니다. 이 내용들을 정확히 외우고, 답은 하나만 제시하십시오.

    용어 정의
    암호화 알고리즘과 키를 사용하여 평문을 암호문으로 변환하여 도청 시 이해할 수 없게 만드는 것
    평문 / 암호문 원본 가독 가능한 데이터 / 암호화된 가독 불가 형태
    대칭 키 암호학 동일한 비밀 키를 암호화와 복호화에共用하므로, 양측에서 안전하게 공유되어야 함
    비대칭 키 암호학 相关联된 키 쌍이 사용됨: 공개키로 암호화하고, 일치하는 비공개키만으로 복호화 가능
    공개키 누구나 제공받는 키로, 소유자에게 메시지를 암호화하거나 소유자의 서명을 검증하는 데 사용됨
    비공개키 소유자만 아는 키로, 공개키로 암호화된 메시지를 복호화하거나 서명에 사용됨
    SSL/TLS 클라이언트와 서버 간에 보안(암호화, 인증, 무결성 확인) 통신을 제공하는 프로토콜
    디지털 인증서 인증 기관(CA)이 발행하여 소유자의 신원을 확인하고 공개키를 포함하는 전자 문서
    디지털 서명 sender의 비공개키로 암호화된 메시지의 해시값으로, 발송자를 증명하고 변조되지 않음을 입증함
    인증 기관(Certificate Authority) 신원을 검증하고 디지털 인증서를 발행 및 서명하는 신뢰할 수 있는 조직
    양자 암호학 광자의 양자 상태를 이용하여 키를 분배함으로써, 어떠한 도청도 감지할 수 있음
    17.1

    Exam tips · ⁨시험 팁⁩

    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.
    한국어
    • 대칭: 하나의 공유된 비밀 키, 빠름, 키 교환이 약점임. 비대칭: 공개키로 암호화, 비공개키로 복호화, 느림, 교환 문제 없음. 두 가지 차이점, 두 가지 단점, 두 가지 이유: 시험에서는 이를 쌍为单位로 묻습니다.
    • 비밀보장은 수신자의 키를 사용함 (공개키로 잠금, 비공개키로 열기); 서명은 송신자의 키를 사용함 (비공개키로 서명, 공개키로 검증). 매번谁的의 키인지 명시하십시오.
    • TLS 초기화(start-up)는 여섯 단계입니다: 요청, 공개키가 포함된 인증서, 검증, 공개키로 암호화된 세션 키, 비공개키로 복호화, 이후부터는 대칭 암호화 사용.
    • 인증서는 신원 plus 공개키이며, CA에 의해 서명됨; 발급 과정은 키 쌍 생성, 요청, 검증, 서명, 설치가 포함됩니다. 서명을 검증하기 위해 필요하며, 해당 공개키가谁的것임을 증명하기 때문입니다.
    • 서명은 비공개키로 암호화된 해시값; 검증은 복호화, 재해시, 비교를 의미합니다. 무결성과 autentication(정체성)이 이것이 입증하는 두 가지 사항입니다.
    • 양자 암호학은 키를 분배하고 도청을 감지하며, 그 한계는 비용, 거리 및 신규성입니다.

    흔한 실수

    • 메시지를 송신자의 공개키로 암호화했다고 말하는 것은 틀림; 수신자의 공개키로 암호화하고, 수신자의 비공개키로 복호화해야 합니다.
    • 서명을 "메시지를 비공개키로 암호화"라고 묘사하는 것은 틀림; 해시값을 비공개키로 암호화해야 합니다.
    • 인증서에 비공개키가 포함되어 있다고 주장하는 것은 틀림; 공개키와 신원이 포함되어 있으며, CA에 의해 서명됩니다.
    • TLS握手过程中描述“서버가 비공개키를 전송”하는 것은 틀림; 공개키만 이동하며, 이는 인증서 내부에 포함됩니다.
    • “SSL/TLS가 연결을 빠르게 만든다”는 것을 기능으로 언급하는 것은 틀림; Its functions are encryption, authentication and integrity.
    • 해싱과 암호화를 혼동하는 것: 해시는 되돌릴 수 없고 키가 없으며, 암호화는 키로 되돌릴 수 있습니다.
    • “서명에 인증서가 필요한 이유는 무엇인가?”에 대해 “암호화하기 위해서”라고 답하는 것은 틀림; 공개키를 신뢰하기 위해 필요합니다.
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    TLS/ˌtiː el ˈes/ TLS
    authentication/ɔːˌθentɪˈkeɪʃn/ 인증
    authenticates/ɔːˈθentɪkeɪts/ 인증한다(authenticates)
  • 18

    Artificial Intelligence (AI) · ⁨인공지능(AI)⁩

    Watch lesson · ⁨수업 보기⁩
    18.1

    What AI is · ⁨인공지능(AI)이란⁩

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    그래프를 **인공지능(AI)**에 활용하는 방법에 대한 이해 그래프의 목적 및 구조 A 알고리즘* 및 다이키스트라 알고리즘을 사용하여 그래프에서 검색 수행 candidates will not be required to write algorithms to set up, access, or perform searches on graphs
    인공 신경망이 머신러닝에 어떻게 기여했는지에 대한 이해를 보임
    딥러닝, 머신러닝, 강화학습에 대한 이해 및 이러한 방법론 사용 이유 머신러닝 카테고리 이해, supervised learning, unsupervised learning 포함
    머신러닝에서의 역전파 및 회귀 분석 방법에 대한 이해를 보임

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    English

    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.

    한국어

    인공지능(AI) 은 음성 및 이미지 인식, 번역, 게임 플레이, 자율 주행, 텍스트 생성 등 인간 지능이 일반적으로 필요한 작업을 수행하는 시스템을 구축합니다. 대부분의 현대 AI는 머신러닝(machine learning) 을 사용합니다—단계를 따라 프로그래밍되는 대신 데이터로부터 패턴을 학습하는 알고리즘입니다. 그 중 딥러닝(deep learning) 은 2010년대 이후부터 여러 계층을 가진 신경망(neural networks) 을 사용하는 방식으로 지배적 위치를 차지했습니다.

    인간형 로봇(humanoid robot)은 이러한 능력들을 하나의 신체에 집약합니다. AI를 사용하여 얼굴을 인식하고, 언어를 이해하며, 얼굴과 팔을 생생하게 움직입니다.

    하얀 배경 위에 위를 바라보는 생생한 얼굴을 가진 회색 인간형 로봇, 기계적인 목, 가슴, 팔이 노출된 모습
    인간형 로봇은 사람처럼 보고, 듣고, 반응하기 위해 AI를 사용함
    세 개의 중첩된 둥근 상자: Artificial Intelligence 안에 Machine Learning, 그 안에 Deep Learning가 각각 짧은 설명과 함께 표시됨
    딥러닝은 머신러닝의 일부이며, 머신러닝은 AI의 일부입니다
    Explore · ⁨탐색하기⁩

    AI learning type lab · ⁨AI 학습 유형 실험실⁩

    Classify AI examples by the type of learning or concern involved. · ⁨涉及的 learning type or concern 에 따라 AI 예를 분류하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    artificial intelligence/ˌɑːtɪˈfɪʃl ɪnˈtelɪdʒəns/ 인공지능
    machine learning/məˈʃiːn ˈlɜːnɪŋ/ 머신러닝
    deep learning/diːp ˈlɜːnɪŋ/ 딥러닝
    neural networks/ˈnjuːrəl ˈnetwɜːks/ 신경망
    humanoid robot/ˈhjuːmənɔɪd ˈrəʊbɒt/ 휴먼로이드 로봇
    18.1

    Graphs in AI · ⁨AI에서의 그래프⁩

    English

    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.

    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.

    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.

    한국어

    많은 AI 문제는 그래프(graph) 위에 존재합니다—노드(nodes) (상태, 장소)들이 엣지(edges) (이동, 관계)로 연결되어 있습니다.

    • 패스파인딩(pathfinding): 도로들은 그래프로 이루어지며, 최단 경로는 그래프 탐색(디(resolve算法 Dijkstra's algorithm), A 알고리즘*)을 통해 구합니다.
    • 게임 플레이: 각 바둑판/게임 상태는 노드, 각 기물은 엣지; 알파-베타 전 prune를 적용한 미니맥스(minimax) 알고리즘으로 게임 트리(game tree)를 탐색합니다.
    • 상태 공간 탐색(state-space search): 연산자를 적용하여 상태를 이동하여 목표에 도달하는 계획 문제입니다.
    • 지식 표현(knowledge representation): **의미 네트워크(semantic network)**는 개념을 노드, 관계를 엣지로 가집니다("개 IS-A 동물"); **지식 그래프(knowledge graph)**는 검색 엔진 및 어시스턴트를 위해 세상의 사실들을 저장합니다.
    노드 A부터 G까지의 가중 그래프; B와 E를 거쳐 A에서 G까지의 최단 경로가 주황색으로 강조됨
    AI 문제는 종종 그래프 위에 위치하며, 여기서는 최단 경로가 강조되어 있습니다

    그래프를 탐색하는 표준 도구로는 **너비 우선 탐색(breadth-first search)**과 **깊이 우선 탐색(depth-first search)**이 있습니다.

    "AI 시스템에서 그래프의 목적과 구조를 설명하시오." 목적: **문제를 표현(represent a problem)**하기 위함으로, 상태(또는 장소)의 집합과 그 사이의 가능한 이동을 정의하여 **알고리즘이 해를 탐색(search)**할 수 있게 합니다. 예로 최단 또는 가장 저렴한 경로의 최적화, 혹은 가장 좋은 다음 수를 찾는 것이 있습니다. 구조: 각 상태, 위치 또는 항목을 나타내는 **노드(nodes/vertices)의 집합이며,它們之间由表示连接关系的엣지(edges)**로 이어집니다; 각 엣지는 가중치(weight) (비용, 거리 또는 시간)를 가질 수 있으며, 엣지는 유향적(directed) (일방적)이거나 무향일 수 있습니다. "AI를 보조하기 위한 그래프의 활용 설명": 그래프는 AI의 탐색 알고리즘이 실행되는 모델입니다: A*와 다이크스트라(Dijkstra) 알고리즘은 이를 통해 최적의 경로를 찾습니다(내비게이션, 라우팅), 게임 위치는 최선의 수를 찾기 위해 트리 형태로 탐색되며, 그래프로 저장된 지식을 통해 시스템은 사실 간의 관련성에 대해 추론할 수 있습니다.

    H부터 G까지 여섯 개의 노드를 가진 가중 그래프; 엣지에는 거리가 표기되어 있고 각 노드에는 빨간색으로 목표까지의 히ュー리스틱 추정치가 적혀 있음 (다이크스트라 및 A* 풀이 예제에 사용) 아래에서 사용할 그래프: 엣지 숫자는 실제 거리이며, 빨간 숫자는 각 노드의 목표까지의 잔여 거리에 대한 히ュー리스틱 추정치입니다. 이는 A만 사용합니다*

    다이크스트라(Dijkstra) 알고리즘. 시작점부터 모든 노드까지의 최단 거리를.finds합니다. 각 노드까지 현재까지 발견된 최단 거리를 기록하는 표를 유지합니다(시작점은 0, 나머지는 무한대). 가장(smallest) 거리를 가진 미방문 노드를 반복적으로 선택하고 방문标记로 표시하며, 각 이웃 노드에 대해 이 노드를 거칠 때 더 짧은 거리가 되는지 확인합니다. 그렇다면 업데이트하고的来源을 기록합니다. 모든 노드가 방문되거나(또는 목표 노드에게서) 멈춥니다.

    풀이 예제. 위 그래프에서 H에서 모든 다른 노드까지의 최단 거리를 구하시오.

    단계 방문 H A B C D G
    시작 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)

    최단 거리: A 4, B 3, D 8, C 9, G 10이며, G로의 경로는 H–A–D–G ("came from" 라벨을 역순으로 읽음). 단계 3에서 A는 D에게 거리 $4 + 4 = 8$을 제안하며, B를 통한 9보다 좋으므로 D가 업데이트됩니다; 단계 5에서 C는 G까지 $9 + 3 = 12$로 도달할 수 있으나, 이는 10보다 나쁘므로 변경사항이 없습니다. 이러한 비교 과정을 보여주는 것이 문제에서 요구하는 '작업 과정'입니다.

    A 알고리즘.* 다이크스트라는 모든 방향으로 탐색합니다. A*는 히ュー리스틱 $h$(아직 갈 거리 estimation)을 추가하고, 항상 가장 작은 $f = g + h$을 가진 노드를 확장합니다. 여기서 $g$는 지금까지 이동한 거리입니다. 합리적인 히ュー리스틱(과대 평가하지 않음)을 사용하면 훨씬 적은 노드를 확인하면서도 동일한 최단 경로를 찾을 수 있어 내비게이션 시스템과 게임에서 사용됩니다. 시험에서는 각 노드에 대해 $h$을给出하고 채워야 할 표를 제공합니다.

    풀이 예제. A*를 사용하여 H에서 G까지의 경로를 찾으되, 풀이 과정을 보여주시오.

    확장된 노드 到目前为止的距离 $g$ $h$ $f = g + h$ 추가된 이웃 (노드: $g$, $h$, $f$)
    H 0 7 7 A: 4, 5, 9; B: 3, 6, 9
    B (A와 동률;任选其一) 3 6 9 D via B: 9, 2, 11
    A 4 5 9 C: 9, 3, 12; D via A: 8, 2, 10 (11보다 좋아서 유지)
    D 8 2 10 G: 10, 0, 10; C via D: 9 (더 나은 값 없음)
    G 10 0 10 목표 도달

    경로 H–A–D–G, 길이 10, 디크스트라와 동일하지만 C는 확장되지 않았습니다. 노드가 두 번째 경로로 도달할 때마다 더 작은 $g$을 유지하고, 목표 노드가 가장 작은 $f$을 가질 때까지 검색이 종료됩니다. 각 행의 $g$, $h$, $f$ 값을 명시하십시오: 이것이 채점 기준입니다.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    graph/ɡræf/ 그래프
    nodes/nəʊdz/ 노드
    edges/ˈedʒɪz/ 가장자리들(edges)
    minimax/ˈmɪnɪmæks/ 미니맥스
    semantic network/səˈmæntɪk ˈnetwɜːk/ 의미망(semantic network)
    knowledge graph/ˈnɒlɪdʒ ɡræf/ 지식 그래프(knowledge graph)
    breadth-first search/bredθ fɜːst sɜːtʃ/ 너비 우선 탐색(breadth-first search)
    depth-first search/depθ fɜːst sɜːtʃ/ 깊이 우선 탐색(depth-first search)
    weight/weɪt/ 무게
    heuristic/hjuːˈrɪstɪk/ 히어리스틱
    18.1

    Artificial neural networks (ANNs) · ⁨인공 신경망(ANNs)⁩

    English

    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.

    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.

    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.

    한국어

    ANN은 뇌의 신경세포에서 영감을 받았습니다. 인공 뉴런(artificial neuron):

    • 여러 **입력값(input values)**을 받아 각각 **가중치(weight)**를 곱하고 **편향 항(bias term)**과 더합니다.
    • 합계에 활성화 함수(activation function) (ReLU와 같은 비선형 함수)를 적용합니다.
    • 결과를 출력하며, 이는 후속 뉴런에 피드백됩니다.
    단일 인공 뉴런: 세 가지 입력이 각각 가중치에 곱해지고 편향과 합쳐지며 활성화 함수를 거쳐 하나의 출력값을 생성함
    단일 뉴런: 각 입력에 가중치를 곱하고 편향과 합친 뒤 활성화 함수 적용

    뉴런은 계층에 배치됩니다: 입력층, 유용한 내부 패턴을 학습하는 숨겨진 층(hidden layers) 하나 이상, 그리고 출력층(output layer). 숨겨진 층이 많으면 딥 neural network이며, 이를 훈련시키는 것은 **딥러닝(deep learning)**입니다.

    네 줄의 원들: 3개의 노드를 가진 입력층, 5개의 노드를 가진 두 개의 숨겨진 층, 그리고 1개의 출력 노드가 모두 연결됨
    입력층, 두 개의 숨겨진 층 및 출력층을 가진 신경망

    ANN들은 수동으로 설계된 특징 없이 원시 데이터(픽셀, 오디오, 텍스트)로부터 복잡한 패턴을 직접 학습하게 하여 이미지 인식(image recognition), 음성 인식(speech recognition), 기계 번역(machine translation), 그리고 게임 플레이 분야에서 혁신을 주도합니다. 방대한 양의 데이터, 노이즈가 있거나 매우 복잡한 입력, 명시적인 규칙으로는 포착하기 어려운 패턴에서 우수하게 작동합니다.

    "인공신경망의 의미를 설명하시오." 뇌의 신경세포 네트워크를 모델로 한, 연결된 노드들의 계층으로 구성된 구조: 입력층, 하나 이상의 숨겨진층 및 출력층.* 각 연결에는 가중치(weight) 가 있으며, 각 노드는 가중치가 적용된 입력을 합산하여 활성화 함수를 통해 다음 계층으로 전달합니다. "ANN이 머신러닝을 가능하게 하는 원리를 설명하시오 (3점): 네트워크는 다양한 예시들을 통해 학습(training) 됩니다; 각 예시에 대해 출력값과 예상 결과값을 비교하고 오류(error) 를 사용하여 가중치를 조정(역전파, back propagation) 함으로써 오류를 줄입니다; 충분한 예시만큼 학습되면 가중치에 데이터의 패턴(patterns) 이 인코딩되어, 네트워크는 이제 과거에 본 적이 없는 새로운(new) 데이터에 대해 분류하거나 예측할 수 있습니다. "여러 개의 숨겨진층이 필요한 이유를 서술하시오": 추가되는 각 층은 이전 층에서 발견한 특징들을 더 복잡하고 추상적인 특징으로 결합하므로, 네트워크는 더 복잡한 관계(선, 형태, 객체 등)를 학습할 수 있게 됩니다; 이것이 바로 네트워크를 "딥(deep)" 하게 만드는 이유입니다.

    Explore · ⁨탐색하기⁩

    Tap the parts of a neural network · ⁨신경망의 부분을 클릭하세요⁩

    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. · ⁨레이어를 탐색하십시오. 데이터는 왼쪽에서 오른쪽으로 흐릅니다: 입력층은 특징을 받아들이고, 숨겨진층은 패턴을 학습하며, 출력층은 답을 제시합니다. 각 연결에는 가중치가 있으며, 훈련 과정에서 이를 조정합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    artificial neuron/ˌɑːtɪˈfɪʃl ˈnjuːrɒn/ 인공 신경원(artificial neuron)
    bias term/ˈbaɪəs tɜːm/ 편향 항(bias term)
    activation function/ˌæktɪˈveɪʃn ˈfʌŋkʃn/ 활성화 함수
    hidden layers/ˈhɪdn ˈleɪəz/ 숨겨진 레이어
    deep neural network/diːp ˈnjuːrəl ˈnetwɜːk/ 딥 нейрон 네트워크(deep neural network)
    image recognition/ˈɪmɪdʒ ˌrekəɡˈnɪʃn/ 이미지 인식
    speech recognition/spiːtʃ ˌrekəɡˈnɪʃn/ 음성 인식
    machine translation/məˈʃiːn trænˈsleɪʃn/ 기계 번역
    18.1

    Machine learning, deep learning, reinforcement learning · ⁨머신러닝, 딥러닝, 강화학습⁩

    English

    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).

    "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.

    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 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.

    한국어

    머신러닝

    데이터로부터 학습하는 모든 알고리즘을 포괄하는 총칭적 용어입니다. 세 가지 패러다임이 있습니다:

    • ** supervis ed learning (监督学习/监督式学习)** — 데이터에 라벨(labels) 이 부여됩니다(예: "고양이"/"강아지" 태그가 있는 이미지); 알고리즘은 입력 → 라벨 관계를 학습합니다. 분류(classification, 범주 지정) 및 회귀 분석에 사용됩니다.
    • unsupervised learning (비监督学习/非监督式学习) — 라벨이 없으며, 알고리즘이 유사한 고객群体的와 같은 클러스터(cluster) 등의 구조를 스스로 찾아냅니다.
    • 강화학습(아래 참조).

    명확한 규칙을 설정하는 것이 비현실적일 때 ML을 사용합니다(스팸 필터, 추천 시스템, 사기 탐지 등).

    두 산점도:监督和式学习中每个训练点都标记为猫或狗,模型学习它们之间的边界;非监督式学习中点未标记,模型自行发现两个簇
    동일한 데이터를 두 가지 방식으로 본 것: 라벨이 있을 때는 클래스를 구분하는 것을 학습하는 것이 목표이며, 라벨이 없을 때는 데이터 내에 그룹이 존재함을 발견하는 것이 목표입니다

    "监督学习和非监督学习的区别进行描述(使用划线词语). 监督学习: 알고리즘은 라벨이 붙은 훈련 데이터(training data) 를 통해 학습되며, 각 예시는 올바른 출력(target) 과 쌍을 이루고 있습니다; 이는 입력과 출력 사이의 관계를 학습하여 새로운 입력에 대해 분류하거나 예측하는 데 사용되며; 학습 중에는 정답이 이미 알려져 있으므로 오류를 측정할 수 있습니다. 비监督学习: 데이터는 라벨이 없으며, 정답이 주어지지 않습니다; 알고리즘은 데이터 내에서 패턴, 구조 또는 그룹(clustering) 을 스스로 찾아내며(유사 항목 묶기, 연관성 발견 등), 출력은 사전에 정의되지 않은 카테고리나 관계의 집합입니다. 차이점: 라벨 있음 vs 없음; 알려진 출력 vs 발견된 구조; 监督学习用于predict(예측, 분류/회귀), 非监督学习用于explore(탐색, 클러스터링/이상 탐지). 둘 다 머신러닝의 하위 범주이며, 세 번째 범주는 강화학습입니다.

    파이프라인: 라벨이 있는 훈련 데이터가 모델을 학습시키고, 학습된 모델이 새로운 비ラベル 데이터를 분류하며, 각 유형별 개수를 출력함
    监督学习: 모델은 라벨이 있는 데이터로 학습된 후, 새로운 데이터를 인식합니다

    딥러닝

    딥神经网络를 사용하는 ML의 하위 영역입니다. 하위 층은 단순한 패턴(선, 음소 등)을 학습하고, 상위 층은 이를 조합하여 추상적 개념을 만듭니다. 많은 데이터와 많은 컴퓨팅 자원(GPUs) 이 필요하며, 데이터셋이 작을 경우 더 간단한 ML 기법이 더 나은 결과를 내기도 합니다.

    "딥러닝의 의미를 설명하시오 (3점). many hidden layers(다수의 숨겨진층) 를 가진 인공신경망을 사용하는 머신러닝; 네트워크는 very large amounts of data(매우 방대한 양의 데이터) 로 학습되며, 각 층은 아래 층의 출력을 기반으로 features(특징) 를 추출하므로, 네트워크가 프로그래머에게 지시받지 않고도 필요한 특징을 스스로 학습하게 됩니다. 사용 이유: 손으로 작성한 규칙이나 얕은 모델로는 해결하기에도 너무 complex(복잡한) 문제(얼굴 인식, 음성 이해, 번역 등)를 해결할 수 있습니다; more data(더 많은 데이터) 가 제공됨에 따라 성능이 improves(향상) 됩니다; 인간의 feature engineering(특징 공학) 을 할 필요가 없으며, 이미지, 소리, 텍스트와 같은 unstructured(비구형/unstructured) 데이터를 처리할 수 있습니다. 효과를 높이는 방법: 더 많고(더 정확히 라벨이 붙은) 훈련 데이터; 오버피팅의 한계 내에서 더 많은 층이나 노드; 더 많은 연산 능력(GPUs)과 훈련 시간; 학습률 및 기타 파라미터의 튜닝. 예시: 음성 비서에서의 음성 인식, 의료 검진 및 자율주행 자동차에서의 이미지 인식, 기계 번역, 추천 시스템.

    강화학습

    reinforcement learning(강화학습) 에서 agent(에이전트) 는 환경 내에서 행동을 취하며, 각 행동은 상태를 변경하고 reward(보상) 을 반환합니다. 에이전트는 초기에 labels(라벨) 없이 trial and error(시착법/trial-and-error) 을 통해 시간 전체에 걸쳐 총 보상을 극대화하는 policy(정책/전략) 을 학습합니다. 순차적 의사결정 문제(게임, 로봇 제어, 자율주행)에 사용됩니다}

    "강화 학습이何を意味するか説明せよ" (3点)。 エージェントは環境との相互作用を通じて学習する:ある行動をとり、環境が新しい状態に遷移して報酬(または罰則)を返すと、エージェントはその行動を調整して、時間全体で総報酬を最大化するようにする。 ラベル付きデータはない:エージェントは試行錯誤によって学習し、収集した報酬からどの行動が良いかを見つけ出し、段階的に各状態で何をするべきかを定義するポリシーを形成する。 事前には正解が不明だが、ある行動の結果を評価できる場合に用いられる:ゲームの対戦(チェス、碁)、ロボット制御、信号機のタイミング設定、リソース割り当てなど。 ユーザーと盤上のゲームを行うコンピュータはこの方法で学習するか、ミニ-max法を用いてゲームツリーを検索し、最悪の結果が最も良くなる手を選ぶ。

    2つのボックス間のループ:エージェントが環境に行動を送り、環境が新しい状態と報酬をエージェントに戻す
    強化学習:エージェントが行動を起こし、環境が新しい状態と報酬を返し、エージェントがそこから学習する

    自動運転車は実際の例である。 LiDARとカメラセンサー(屋根の回転ユニット)が道路のリアルタイム画像を作成し、学習済みポリシーが安全な操縦、加速、ブレーキの操作を決定する。

    都市の通りを走行する白いWaymo自動運転車で、屋根に回転式LiDARセンサーユニット、前面隅に追加のカメラがある
    自動運転車はカメラとLiDARセンサーを使用して周囲の道路を見る
    工場生産ラインを移動する車体に対して溶接作業を行う複数のオレンジ色の産業用ロボットアーム
    生産ライン上の産業用ロボットアーム:強化学習によりロボットに動作制御を教えることができる
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    labels/ˈleɪblz/ 라벨(labels)
    reinforcement learning/ˌriːɪnˈfɔːsmənt ˈlɜːnɪŋ/ 강화학습
    supervised learning/ˈsuːpəvaɪzd ˈlɜːnɪŋ/ 监督学习
    classification/ˌklæsɪfɪˈkeɪʃn/ 분류
    unsupervised learning/ʌnˈsuːpəvaɪzd ˈlɜːnɪŋ/ 비监督学习
    cluster/ˈklʌstə/ 군집
    training data/ˈtreɪnɪŋ ˈdeɪtə/ 학습 데이터
    learning rate/ˈlɜːnɪŋ reɪt/ 학습률(learning rate)
    self-driving car/self ˈdraɪvɪŋ kɑː/ 자율 주행 자동차(self-driving car)
    agent/ˈeɪdʒənt/ 에이전트
    reward/rɪˈwɔːd/ 보상
    policy/ˈpɒlɪsi/ 정책(policy)
    lidar/ˈlaɪdɑː/ 라이더(lidar)
    18.1

    Training an ANN: backpropagation · ⁨ANNのトレーニング:逆伝播法⁩

    English

    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.

    한국어

    トレーニングは出力がターゲットに一致するように重みを調整する。標準的な手法は逆伝播法(誤りの逆伝播)による勾配降下法である。 各トレーニング例について:

    1. 順伝播 — 入力を出力まで通す。
    2. 誤差を計算 — 損失関数(出力の誤りの度合いを示す単一の数値)を用いる。
    3. 逆伝播 — 誤差を逆方向に伝播させ、連鎖律を用いて各重みが誤者に寄与した割合である勾配を見つける。
    4. 重みを更新 — 誤差を減少させる小さなステップ(学習率で設定)で更新する。

    多くの例と多くのパス(エポック)を繰り返して、誤差が縮小しなくなるまで続ける。 "逆"という名前は3番目のステップから来的る:誤差は出力から入力へ逆方向に流れるため、一巡ですべての重みの勾配が見つかる。 トレーニング後、新しい入力は予測を得るためにただ一つの順伝播のみを必要とする。

    "誤りの逆伝播法を説明せよ" (4点)。 (1) 入力をネットワークに順方向に通し、その出力を期待される(ターゲット)出力と比較する; (2) その差は誤差である; (3) 誤差は出力から入力へ向かって層ごとにネットワークを逆方向に通し、各重みが誤者に占める割合を計算する; (4) 重みを調整し、誤差を減少させる方向に、それぞれの寄与率に比例して変更する; (5) 誤差が所定の小ささになるまで多くの例を用いてこのプロセスを繰り返す。 この手法の意義は、隠れ層を持つネットワークが出力誤を引き起こす内部の重みを直接特定できない点にあるが、逆伝播法が責任分担を行うことである。

    重みに対する二乗誤差のU字型曲線で、最小誤差に向かって下り坂に進むステップ
    トレーニングは最小誤差に達するように重みを調整する
    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    gradient descent/ˈɡreɪdɪənt dɪˈsent/ 그라디언트 데센트
    loss function/lɒs ˈfʌŋkʃn/ 손실 함수
    epochs/ˈiːpɒks/ 에포크(epochs)
    18.1

    Regression · ⁨回帰⁩

    English

    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.

    한국어

    あるタスクは数値(家屋価格、明日の気温)を予測する — 回帰であり、分類(カテゴリ)とは異なる。

    線形回帰は直線(または超平面)をフィットさせる:

    $$y = m_{1} x_{1} + m_{2} x_{2} + \ldots + m_{n} x_{n} + c.$$

    トレーニングデータに対して二乗誤差の和を最小化する係数を選ぶ。 関係性が概ね直線的に見え、解釈可能なモデルを望む場合に使用する。 曲線データのの場合、多項式、意思決定木、またはニューラルネットワークの回帰手法を使用する — 同じ原理:モデルを定義し、損失を定義し、それを最小化するためにパラメータを調整する。 回帰と分類はどちらも教師あり学習であり、選択は答えが数値かカテゴリかによって決まる。

    "機械学習における回帰手法を説明せよ" (2点)。 入変数と連続的な出力との間にある関係性を見出す統計的手法であり、最小的な総誤差でトレーニングデータに関数(直線や曲線)をフィットさせることで実現される; フィットされた関数はその後、新しい入力の出力を予測するために用いられる。 線形回帰は直線をフィットさせ、他の手法は曲線をフィットさせる。 回帰は値(価格、気温、時間)を予測し、分類はカテゴリを予測する点が、試験で問われる区別である。

    散らばった点の間に引かれた最適な直線;破線の垂直線は各点と直線の間の誤差を示している
    線形回帰は全二乗誤差(破線のギャップ)を最小にする直線をフィットさせる
    Explore · ⁨탐색하기⁩

    Fitting a regression line · ⁨회귀 직선 fitting⁩

    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. · ⁨제어를 드래그하십시오. 선형 회귀는 데이터 포인트까지의 제곱 거리가 최소가 되는 직선을 그으며—새로운 입력에 대해 수치를 예측합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    regression/rɪˈɡreʃn/ 회귀분석
    linear regression/ˈlɪnɪə rɪˈɡreʃn/ 선형 회귀
    optical character recognition/ˈɒptɪkl ˈkærɪktə ˌrekəɡˈnɪʃn/ 광학문자인식
    text-to-speech/tekst tə spiːtʃ/ 텍스트-음성 변환
    18.1

    How AI is used in a real scenario · ⁨実際のシナリオにおけるAIの活用⁩

    English

    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.

    한국어

    多くの試験シナリオでは同じパターンを用いる — ラベル付きデータでトレーニングされたディープラーニングモデルが、しばしば複数組み合わせてパイプラインとして機能する:

    • 自動店舗での顧客識別:システムはラベル付き顔画像でトレーニングされ、カメラが顔を捉え、画像認識が表現を抽出し、登録された顧客と照合され、最も近い一致が人物を特定する。
    • 이미지 텍스트 판독: 이미지 인식은 텍스트 영역을 찾아내며, **광학 문자 인식(OCR)**은 문자를 추출하고, 기계 번역이 이를 변환하며, 텍스트-투스피치가 이를 발음하여 읽습니다.
    • 체크아웃 품목 탐지: 레이블이 지정된 제품 이미지를 통해 학습된 객체 탐지 AI는 바구니에 들어갈 품목을 확인하고 계좌에서 결제합니다.

    사용자가 시스템과 상호작용할 때 모델은 속도가 빠릅니다. 이는 전방 추론만 수행하기 때문입니다. 지능은 학습 과정에서 배운 패턴에 있습니다.

    시나리오 질문의 모델 답변. 주차장 카메라가 번호판을 읽습니다: 카메라가 이미지를 캡처하면, 여러 레이블링된 이미지로 학습된 AI가 이미지 내에서 번호판 위치를 찾습니다. 문자 인식(레이블링된 문자로 다시 학습된 딥러닝 분류기)이 번호판을 텍스트로 변환하고, 이 텍스트는 시간과 함께 저장되어 차량이 출차할 때 매칭됩니다. CCTV 시스템이 사람을 탐지하고 추적합니다: 사람 이미지의 레이블링된 데이터로 학습된 이미지 인식 소프트웨어가 각 프레임에서 사람을 식별합니다. 시스템은 연속되는 프레임을 비교하여 이동 경로를 따릅니다. 비정상적인 움직임은 경보를 트리거할 수 있습니다. 음성이 명령어로 전환됩니다: 여러 녹음된 음성으로 학습된 음성 인식이 소리를 텍스트로 변환합니다. 시스템은 텍스트를 사전에 정의된 명령어 세트와 매칭하며, 교정을 통해 성능이 향상됩니다. 얼굴에 초점을 맞추는 카메라: 얼굴 레이블링 데이터로 학습된 얼굴 탐지 모델이 얼굴 영역을 찾고, 렌즈가 해당 영역에 초점을 맞추도록 조정됩니다. 은행의 얼굴 인식 로그인: 앱이 얼굴을 캡처하고, 딥 네트워크가其特征를 추출하여 저장된 해당 고객 특징과 비교합니다. 모든 경우의 공통 패턴은 다음과 같습니다: 레이블링된 예시로 학습, 특징 추출, 새로운 입력 매칭 또는 분류.

    해설 예제. 각 작업에 대해 회귀(regression) 또는 **분류(classification)**가 필요한지, 그리고 ANN의 출력 계층이 어떻게 생겼는지 설명하십시오: (a) 내일의 기온 예측; (b) 이메일이 스팸인지 여부 판단. 어떤 유형의 대상을 예측하는지 묻습니다. (a) 기온은 연속적인 척도상의 숫자이므로, 이는 회귀이며, 출력 계층은 해당 값을 가지는 단일 뉴런입니다. (b) 스팸인지 비스팸인지는 **범주(category)**이므로, 이는 분류이며, 출력은 각 범주마다 확률을 제공합니다. 둘 다 **监督 learning(监督学习)**입니다. 각각 학습에 필요한 레이블링된 예제가 필요하며, 학습은 오차를 줄이기 위해 **역전파(backpropagation)**를 통해 **가중치(weights)**를 조정합니다. 결정적인 질문은 단순히 숫자인지 범주인지 - 작업이 얼마나 어렵게 느껴지는지가 아닙니다.

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    backpropagation/ˌbækprəpəˈɡeɪʃn/ 백프로파게이션
    18.1

    Definitions the examiner accepts · ⁨출제자가 인정하는 정의⁩

    English

    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
    한국어

    정의 문제는 고정된 문구로 채점합니다. 이 내용들을 정확히 외우고, 답은 하나만 제시하십시오.

    용어 정의
    그래프(AI 용어) 상태나 장소를 나타내는 노드들의 집합이며, 연결을 나타내는 엣지로 이어져 있으며, 보통 가중치가 있어 탐색 알고리즘이 Exploration할 수 있다
    디크스트라 알고리즘 시작 노드부터 다른 모든 노드까지의 최단 거리를 구하는데, 아직 방문하지 않은 노드 중 현재까지의 최소 거리를 가진 노드를 항상 방문한다
    A* 알고리즘 현재까지의 거리와 목표지점까지의 히ュー리스틱 추정치의 합이 가장 작은 노드를 확장하여 최단 경로 탐색을 수행한다
    인공 신경망 뇌의 뉴런을 모사한 모델: 가중치 연결로 이어진 노드 계층으로 구성되며, 가중치를 조정하여 학습한다
    기계 학습 고정된 규칙을 따르기보다 데이터에서 학습하고 경험을 통해 개선되는 알고리즘
    監督 learning(监督学习) 각 입력에 대한 정답 outputs가 알려진 레이블링된 학습 데이터를 통해 학습한다
    비监督 learning(非监督学习) 레이블이 없는 데이터에서 패턴, 그룹 또는 구조를 찾아서 학습한다
    강화 learning(强化学习) 에이지ント가 시오와 실패를 통해 학습하며, 환경 내에서受け取는 보상을 극대화하도록 actions을 선택한다
    딥러닝 많은 숨겨진 계층을 가진 신경망을 사용하는 기계 학습으로, 대량의 데이터로 학습되며 각 계층이 아래 계층으로부터 features를 추출한다
    역전파(backpropagation of errors) 네트워크의 출력과 타겟을 비교하여 오차를 계층들을 거슬러 올라가 전달하고, 이를 줄이기 위해 각 가중치를 조정한다
    회귀(regression) 학습 데이터에 함수를 fitting하여 inputs로부터 continuous output value를 predict하기 위해 사용한다
    18.1

    Exam tips · ⁨시험 팁⁩

    English
    • 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.
    한국어
    • 그래프 답변은 노드, 엣지 및 가중치명과它们在代表什么,然后算法。迪克斯特拉:距离表,访问最小值,更新邻居。A*:$g$、$h$和$f = g + h$在每一行中,扩展最小的$f$。
    • ANN 답변은 계층, 가중치 연결 및 학습을 명시해야 하며, 딥러닝은 추가적으로 많은 숨겨진 계층, 방대한 데이터 및 자동 feature extraction을 포함하며, 그 이유와 예시를 제시해야 합니다.
    • 세 가지 범위를 한 줄씩 설명: 레이블링된 데이터와已知outputs;未标记的数据和发现的structure;agent, environment, actions and rewards.
    • 역전파: 타겟과 비교, 오차를 계층을 거슬러 올라감, 오차를 줄이기 위해 가중치 조정, 반복. 회귀는 값(predicts a value)을 예측하고, 분류는 범주(predicts a category)을 예측합니다.
    • 시나리오 질문은 파이프라인(pipeline)을 요구합니다: 레이블링된 예제로 학습, 특징 추출, 새로운 입력을 인식하거나 분류; AI의 유형(이미지 인식, 음성 인식, 딥러닝)을 명시해야 합니다.

    흔한 실수

    • 그래프를 "차트(chart)"라고 묘사하는 것; AI에서는 노드와 엣지입니다.
    • 디크스트라를 수행할 때 전체에서 가장 작은 거리가 아닌 현재 노드의 nearest neighbour를 선택하거나, 더 짧은 경로가 발견되었을 때 노드를 update하는 것을 잊어버림.
    • A*의 다음 단계에서 $h$를 $g$에 추가함; $g$는 실제 거리일 뿐이며, $h$는 표(table)에서 재계산됩니다.
    • 딥러닝을 "많이 배우다(learning a lot)"라고 말하는 것; 그것은 많은 숨겨진 계층입니다.
    • 비监督 learning(非监督学习)과 강화 learning(强化学习)을 혼동함; 첫 번째는 데이터에서 structure를 tìm는 것이고, 두 번째는 보상을 통해 학습합니다.
    • 예상 출력과 비교하지 않거나 가중치가 조정됨을 명시하지 않고 역전파를 설명하는 것.
    • 가격 예측을 '분류'라고 부르는 것; 연속적 값은 회귀 분석이다.
  • 19

    Computational thinking and Problem-solving · ⁨계산적 사고와 문제 해결⁩

    Watch lesson · ⁨수업 보기⁩
    19.1

    Searching algorithms

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    선형 탐색 및 이진 탐색 방식에 대한 이해 선형 탐색 구현 알고리즘 작성 이진 탐색 구현 알고리즘 작성 이진 탐색 사용에 필요한 조건 이진 탐색 성능이 데이터 항목 수에 따라 어떻게 달라지는지
    삽입 정렬(insertion sort) 및 버블 정렬(bubble sort) 방식에 대한 이해 挿入 정렬 구현 알고리즘 작성 버블 정렬 구현 알고리즘 작성 정렬 routine의 성능은 초기 데이터 순서 및 데이터 항목 수에 따라 달라질 수 있음
    **추상 데이터 타입(ADT)**의 이해 및 활용 다음 각 구조물에서 항목을 찾는 알고리즘 작성: 연결 리스트, 이진 트리 다음 각 구조물에 항목을 삽입하는 알고리즘 작성: 스택, 큐, 연결 리스트, 이진 트리 다음 각 구조물에서 항목을 삭제하는 알고리즘 작성: 스택, 큐, 연결 리스트 그래프가 ADT의 예임을 이해. 그래프의 핵심 특징 설명 및 특정 상황에 대한 사용 근거 제시. 그래프 구조에 대한 코드 작성은 요구되지 않음
    다른 ADT로부터 ADT를 구현할 수 있음을 보여줌 다음 ADT를 설명하고 적절한 내장数据类型 또는 다른 ADT로부터 구현可能的함을 시범 보임: 스택, 큐, 연결 리스트, 사전(辞書), 이진 트리
    동일한 작업을 수행하는 서로 다른 알고리즘을 기준(예: 작업 완료 소요 시간, 사용 메모리 등)으로 비교할 수 있음 Big O 표기법을 사용하여 시간 및 공간 복잡도를 명시하는 데 포함

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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
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    Linear vs binary search · ⁨선형 검색 대 이진 검색⁩

    Search for a value. Binary search halves the list each step (only on sorted data); linear search checks one by one. · ⁨값을 검색합니다. 이진 탐색은 각 단계마다 목록의 크기를 절반으로 줄입니다(정렬된 데이터에 한함); 선형 탐색은 하나씩 순차적으로 확인합니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    binary search/ˈbaɪnəri sɜːtʃ/ 이진 탐색
    array/əˈreɪ/ 배열 (array)
    linear search/ˈlɪnɪə sɜːtʃ/ 선형 검색(linear search)
    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
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    Watch a sort run · ⁨정렬 과정 보기⁩

    Step through a sort and watch the bars settle into order — how a sorting algorithm works pass by pass. · ⁨정렬 알고리즘이 단계를 거치며 바가 순서대로 배치되는 과정을step-by-step으로 확인하세요 — 정렬 알고리즘이 어떻게 작동하는지 한 단계씩 보여줍니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    insertion sort/ɪnˈsɜːʃn sɔːt/ 삽입 정렬
    bubble sort/ˈbʌbl sɔːt/ 버블 정렬
    in place/ɪn pleɪs/ in place (제자리에서)
    stable/ˈsteɪbl/ 안정적인
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    linked list/lɪŋkt lɪst/ 연결 리스트
    stack/stæk/ 스택
    queue/kjuː/ 队列
    node/nəʊd/ 노드
    pointers/ˈpɔɪntəz/ 포인터(pointers)
    binary tree/ˈbaɪnəri triː/ 이진 트리
    dictionary/ˈdɪkʃənəri/ dictionary(字典)
    circular queue/ˈsɜːkjʊlə kjuː/ 원형 큐(circular queue)
    free list/friː lɪst/ 프리 리스트
    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 · ⁨탐색하기⁩

    How running time grows with n · ⁨n에 따른 실행 시간의 성장 양상⁩

    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. · ⁨n을 위쪽으로 슬라이드하며 곡선을 비교해 보십시오: O(1)과 O(log n)은 거의 평평하게 유지되고, O(n)은 일정하게 상승하며, O(n²)는 급격히 폭발합니다. 이것이 Big-O가 시계로 측정하는 것이 아니라, 대규모 입력에서 알고리즘을 비교하는 기준이 되는 이유입니다.⁩

    Explore · ⁨탐색하기⁩

    Big-O growth · ⁨Big-O 성장률⁩

    Change the input size n and compare how fast each algorithm's work grows — the idea behind time complexity. · ⁨입력 크기 n을 변경하여 각 알고리즘의 작업량이 얼마나 빠르게 증가하는지 비교해 보세요. 이것이 시간 복잡도의 핵심 개념입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    time complexity/taɪm kəmˈpleksɪti/ 시간 복잡도
    Big-O notation/bɪɡ əʊ nəʊˈteɪʃn/ Big-O 표기법
    space complexity/speɪs kəmˈpleksɪti/ 공간 복잡도
    19.2

    Recursion

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    재귀에 대한 이해 재귀의 필수적 특징 프로그래밍 언어에서의 재귀 표현 방식 재귀 알고리즘 작성 및 추적 재귀 사용이 유리한 경우
    컴파일러가 재귀 프로그래밍 코드를 번역하기 위해 수행해야 할 일에 대한 인식 스택과 언와인딩의 활용

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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 · ⁨탐색하기⁩

    Recursion unwinds from the leaves up · ⁨재귀는 잎(leaf)에서 위로 unfolds됩니다.⁩

    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. · ⁨fib(4) 평가 시 실제 호출이 완료되는 순서대로 단계별 진행: 잎(기본 경우)이 먼저 해결되고, 각 부모가 자식을 결합합니다. fib(2)가 두 번 계산됨을 주의하십시오—이 반복 작업이 naive 재귀가 느린 이유입니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    recursion/rɪˈkɜːʃn/ 재귀(회귀)
    base case/beɪs keɪs/ 베이스 케이스
    recursive case/rɪˈkɜːsɪv keɪs/ 재귀 케이스
    factorial/fækˈtɔːrɪəl/ 계승
    divide-and-conquer/dɪˈvaɪd ænd ˈkɒŋkə/ 나누어 정복(divide-and-conquer)
    general case/ˈdʒenərəl keɪs/ 일반 경우(general case)
    stack overflow/stæk ˌəʊvəˈfləʊ/ 스택 오버플로우
    memoisation/ˌmeməʊaɪˈzeɪʃn/ 메모이제이션
    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 · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    call stack/kɔːl stæk/ 콜 스택
    parameters/pəˈræmɪtəz/ 매개변수
    local variables/ˈləʊkl ˈveərɪəblz/ 로컬 변수(local variables)
    stack frame/stæk freɪm/ 스택 프레임
    return address/rɪˈtɜːn əˈdres/ 반환 주소(return address)
    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 · ⁨추가 프로그래밍⁩

    Watch lesson · ⁨수업 보기⁩
    20.1

    Programming paradigms

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    프로그래밍 패러다임의 의미를 이해하기
    여러 가지 프로그래밍 패러다임의 특징에 대한 이해를 보이기:
    • 저수준(Low-level) 저수준 프로그래밍: 다양한 **주소 지정 방식(addressing modes)**인 즉시 값(immediate), 직접(direct), 간접(indirect), 색인(indexed) 및 상대(relative) 방식에 대한 이해와 사용 능력
    • 명령형 (절차적) 명령형 (절차적) 프로그래밍: • 구조화 프로그래밍에 대한 사전 지식 및 이해 (AS 내용 섹션 11.3 참고) • 변수, 구조, 프로시저, 함수를 사용하는 명령형(절차적) 프로그래밍 코드의 이해 및 작성 능력. AS 내용에서 상세 정보 확인
    • 객체 지향 객체 지향 프로그래밍 (OOP): • OOP 관련 용어에 대한 이해 (오브젝트, 속성/attribute, 메서드, 클래스, 상속, 다형성, 포함 관계(집합), encapsulation, getters, setters, 인스턴스) • 적절한 클래스를 설계하여 문제를 해결하는 방법의 이해 • OOP의 활용을 보여주는 코드의 이해 및 작성 능력
    • 선언형 선언형 프로그래밍: • 제공된 정보를 바탕으로 적절한 **사실(facts)**과 **규칙(rules)**을 작성하여 문제를 해결하는 이해 및 능력 • 사실과 규칙을 사용하여 **목표(goal)**를 충족시키는 코드의 이해 및 작성 능력

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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".

    Four paradigms: low-level, imperative, object-oriented and declarative
    Four paradigms: low-level, imperative, object-oriented and declarative

    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:

    A memory table with addresses 105, 106, 107, 27 and 145 and their contents, beside five rows showing what the accumulator receives from LDM #105, LDD 105, LDI 105, LDX 105 with IX = 2, and a relative jump
    The same operand, 105, read five ways: as a value, as an address, as the address of an address, as an address plus the index register, and as an offset from the current instruction
    • 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.

    The same call shape.Area() runs different code for each object: a Circle computes pi r squared, a Rectangle computes width times height
    Polymorphism: the same method call runs each object's own code
    A UML class diagram for Shape: a three-part box with the class name, private attributes (Name, Area, Perimeter, marked with minus) and public methods (SetShape, calculateArea, calculatePerimeter, marked with plus)
    A class diagram for a Shape: private attributes and public methods
    A UML inheritance diagram: the employee superclass at the top, with partTime and fullTime subclasses below, each joined to the superclass by a hollow-triangle generalisation arrow and adding its own attributes and methods
    Inheritance: partTime and fullTime are subclasses of employee
    A BankAccount object with a private balance reached only through the public methods deposit() and withdraw(); outside code cannot touch the data directly
    Encapsulation: an object's data is private, reached only through its public methods

    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:

    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
    

    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:

    CLASS ElectricCar INHERITS Car
        PRIVATE BatteryCapacity : REAL
        PUBLIC PROCEDURE NEW(NewReg : STRING, NewYear : INTEGER, NewCapacity : REAL)
            SUPER.NEW(NewReg, NewYear)
            BatteryCapacity ← NewCapacity
        ENDPROCEDURE
    ENDCLASS
    

    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__(…):

    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())
    

    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 binary tree of Node objects: the Tree object's Root points to the node 15, whose Left and Right references point to the nodes 8 and 19, and so on, with None for empty references
    A binary tree built from objects: each Node holds Data plus Left and Right references, and the Tree holds the Root; inserting walks down the references
    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
    

    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.

    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
    

    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):

    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).
    

    "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.

    Explore · ⁨탐색하기⁩

    Programming concept lab · ⁨프로그래밍 개념 실습⁩

    Connect examples to the programming idea they show. · ⁨각 예시가 나타내는 프로그래밍 개념에 연결하십시오.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    programming paradigm/ˈprəʊɡræmɪŋ ˈpærədaɪm/ 프로그래밍 패러다임(programming paradigm)
    facts/fækts/ 사실(facts)
    rule/ruːl/ 규칙
    low-level/ləʊ ˈlevl/ 저수준
    registers/ˈredʒɪstəz/ 레지스터
    memory addresses/ˈmeməri əˈdresɪz/ 메모리 주소
    objects/ˈɒbdʒekts/ 물체
    attributes/ˈætrɪbjuːts/ 속성
    methods/ˈmeθədz/ 방법론
    machine code/məˈʃiːn kəʊd/ 머신 코드
    assembly language/əˈsemblɪ ˈlæŋɡwɪdʒ/ 어셈블리 언어
    addressing modes/əˈdresɪŋ məʊdz/ 주소 지정 방식(addressing modes)
    imperative programming/ɪmˈperətɪv ˈprəʊɡræmɪŋ/ 명령어 프로그래밍(imperative programming)
    Variables/ˈveərɪəblz/ 변수
    object-oriented programming/ˈɒbdʒekt ˈɔːrɪəntɪd ˈprəʊɡræmɪŋ/ 객체 지향 프로그래밍(object-oriented programming)
    instances/ˈɪnstənsɪz/ 인스턴스(instances)
    classes/ˈklæsɪz/ 클래스
    encapsulation/ɪnˌkæpsjʊˈleɪʃn/ 캡슐화
    inheritance/ɪnˈherɪtəns/ 상속
    subclass/ˈsʌbklæs/ 서브클래스
    superclass/ˈsuːpəklæs/ 초기 superclass
    overriding/ˌəʊvəˈraɪdɪŋ/ 우선
    polymorphism/ˈpɒlɪmɔːfɪzəm/ 다형성
    abstraction/əbˈstrækʃn/ 추상화
    constructor/kənˈstrʌktə/ 생성자
    aggregation/ˌæɡrɪˈɡeɪʃn/ 집계(aggregation)
    containment/kənˈteɪnmənt/ 포함关系(containment)
    declarative programming/dɪˈklærətɪv ˈprəʊɡræmɪŋ/ 선언어 프로그래밍(declarative programming)
    functional programming/ˈfʌŋkʃənl ˈprəʊɡræmɪŋ/ 함수형 프로그래밍(functional programming)
    pure functions/pjʊə ˈfʌŋkʃnz/ 순수 함수
    side effects/saɪd ɪˈfekts/ 부작용
    logic programming/ˈlɒdʒɪk ˈprəʊɡræmɪŋ/ 논리 프로그래밍(logic programming)
    SQL/ˌes kjuː ˈel/ SQL
    20.2

    File processing

    Syllabus
    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
    한국어
    응시자가 다음을 수행할 수 있어야 함: 참고 사항 및 가이드라인
    파일 처리 연산을 수행하는 코드 작성 읽기(read), 쓰기(write), 추가(append) 모드로 파일을 열고 닫기 파일로부터 레코드 읽기 및 파일에 레코드 쓰기 일렬(serial), 순차(sequential), 무작위(random) 파일에 대한 파일 처리 연산 수행
    **예외(exception)**와 **예외 처리(exception handling)**의 중요성에 대한 이해 예외 처리가 적절한 시기에 사용할 수 있음 knowing 예외 처리를 사용하는 프로그램 코드 작성

    Source: Cambridge International syllabus · ⁨출처: Cambridge International syllabus⁩

    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:

    OPENFILE "names.txt" FOR READ
    WHILE NOT EOF("names.txt") DO
        READFILE "names.txt", thisName
        OUTPUT thisName
    ENDWHILE
    CLOSEFILE "names.txt"
    

    Search a file (stop when found):

    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"
    

    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.

    Updating a file in place: read the original file, write the changed lines to a temp file, then replace the original with the temp file
    Updating a file in place: read the original, write changes to a temp file, then replace the original

    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:

    TYPE AccountRecord
        DECLARE AccNo : INTEGER
        DECLARE Name : STRING
        DECLARE Balance : REAL
        DECLARE Active : BOOLEAN
    ENDTYPE
    
    A key 2317 hashed with MOD 1000 to the address 317, then SEEK and GETRECORD on the file Acc.dat, shown as a row of equal-size record slots with slot 317 highlighted
    Finding one record in a random file: the key is hashed to an address, the file pointer seeks straight to that slot and the record is read; no other record is touched

    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:

    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"
    

    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.

    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"
    

    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".

    Explore · ⁨탐색하기⁩

    File access route · ⁨파일 접근 경로⁩

    Follow a file from storage to program and back safely. · ⁨저장소부터 프로그램으로 다시 돌아올 때까지 파일을 안전하게 따라감.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    file/faɪl/ 파일
    random file/ˈrændəm faɪl/ 랜덤 파일
    hashing/ˈhæʃɪŋ/ 해싱(hash)
    20.2

    Exception handling

    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

    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
    

    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).

    Exception flow: if the TRY block raises an exception, control jumps to the matching EXCEPT; with no exception it is skipped. Either way the FINALLY block runs, then the program continues
    Exception flow: an exception jumps to the matching EXCEPT; FINALLY always runs before the program continues

    Raising an exception

    A subroutine that detects an error can raise 抛出 an exception so the caller handles it:

    PROCEDURE Divide(a : INTEGER, b : INTEGER) RETURNS INTEGER
        IF b = 0 THEN
            RAISE DivideByZero
        ENDIF
        RETURN a DIV b
    ENDPROCEDURE
    

    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.

    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
    

    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.

    Explore · ⁨탐색하기⁩

    How exception handling flows · ⁨예외 처리 흐름⁩

    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. · ⁨코드가 실패했을 때 일어나는 과정을 단계별로 설명하십시오. 예외는 정상 흐름에서 핸들러로 점프하고, FINALLY는 어떤 경우든 정리하며, 프로그램은 충돌하지 않고 계속 실행됩니다.⁩

    Vocabulary · ⁨어휘⁩ Train · ⁨연습하기⁩
    English 한국어
    array/əˈreɪ/ 배열 (array)
    exception/ekˈsepʃn/ 예외
    exception handling/ekˈsepʃn ˈhændlɪŋ/ 예외 처리
    raise/reɪz/ 증가시킨다
    call stack/kɔːl stæk/ 콜 스택
    20.2

    Definitions the examiner accepts

    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
    20.2

    Exam tips

    • 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".

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