1.2 Memory and storage Flashcards

1
Q

What are the 3 number systems?

A
  • Denary (base 10)
  • Binary (base 2)
  • Hexadecimal (base 16)
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2
Q

Denary

A
  • 10 Digits: 0, 1, 2, 3, 4, 5, 6, 7, 8 and 9
  • Place values are powers of 10 (100s, 10s, 1s)
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3
Q

Binary

A
  • 2 Digits: 0 and 1
  • Place values are powers of 2 (8s, 4s, 2s, 1s)
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4
Q

Hexadecimal

A
  • 16 Digits - 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E and F
  • Place values powers of 16 (256s, 16s, 1s)
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5
Q

Converting binary to denary

A
  • Put the number in a binary place value table
  • Add up the place values in columns where there’s a 1
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6
Q

Converting denary to binary

A
  • Draw a binary place value table
  • Keep subtracting the biggest place values you can until you’re left with 0
  • If you subtracted a place value, put a 1 in that column, otherwise put a 0
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7
Q

Converting Hex to Denary

A
  • Put the number in a hex place value table
  • Convert each value to hex
  • Add up the results
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8
Q

Converting Denary to Hex

A
  • Dividing by 16 to get a quotient and a remainder
  • Convert each to hex
  • The quotient is the 1st digit and the remainder is the 2nd
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9
Q

Converting Binary to Hex

A
  • Put the numbers in a table that repeats 8, 4, 2, 1
  • If the binary isn’t 8 bits, add 0s to the front so that it can split into nibbles
  • For each nibble, add up the place values in columns where there’s a 1, and convert into hex
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10
Q

Converting Hex to Binary

A
  • Convert each hex digits into a 4-bit binary number
  • Put the nibbles together
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11
Q

Binary addition

A
  • Use column addition
  • Follow the 4 rules:
    1) 0 + 0 = 0
    2) 1 + 0 = 1
    3) 1 + 1 = 10 (carry a 1)
    4) 1 + 1 + 1 = 11 (carry a 1)
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12
Q

Binary shifts

A
  • Move every bit left or right a certain number of places
  • Gaps at the beginning or end of the number are filled in with 0s
  • Left shifts -> Multiplying -> For every place, number is doubled
  • Right shifts -> Dividing -> For every place, number is halved
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13
Q

Overflow error

A
  • When binary arithmetic gives a result that requires more bits than the CPU is expecting
  • Can lead to a loss of data or precision
  • In binary addition, two 8-bit numbers might add to give a 9-bit number. If the CPU expects an 8-bit answer then bits will be lost
  • Left shifts can cause the most significant bits to be lost
  • Right shifts can cause the least significant bits to be lost
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14
Q

Eight units of data size

A
  • Bits (b) -> a single binary digit (1 or 0)
  • Nibble -> 4 bits
  • Byte (B) -> 8 bits
  • Kilobytes (kB) -> 1000 bytes
  • Megabyte (MB) -> 1000 Kilobytes
  • Gigabyte (GB) -> 1000 Megabytes
  • Terabyte (TB) -> 1000 Gigabytes
  • Petabyte (PB) -> 1000 Terabytes
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15
Q

How does computer store and process data?

A
  • Binary
  • Use 0s and 1s to represent flow of electricity -> 1 shows electricity is flowing, 0 shows that it isn’t flowing
  • Each 1 or 0 in binary data is a bit. The size of the file is the numbers of 0s and 1s that make up its data
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16
Q

Data compression

A

Making file sizes smaller, while trying to stay as true to the original as possible

17
Q

Benefits of data compression

A
  • Compressed files use less storage space
  • Streaming/downloading takes less bandwidth
  • Some services like email have file size limits -> compression can get a file below the limit
18
Q

Two types of compression

A
  • Lossy compression -> permanently removes data from the file
  • Lossless compression -> Temporarily removes data to store the file, and restores it to its original state when opened
19
Q

Advantages of lossy compression

A
  • Big reduction in file size -> easier to store, faster to download
  • Commonly used -> lots of software can read lossy files
20
Q

Disadvantages of lossy compression

A
  • Loses data -> can’t be turned back into the original
  • Can’t be used on text/software
  • Reduction in quality
21
Q

Disadvantages of lossless compression

A
  • Comparatively small reduction in file size -> lossless files take up more storage space than lossy files
22
Q

Characters

A

Uppercase and lowercase letters, the digits 0-9, and symbols like ?, + and £. Used to make words and strings

23
Q

Character sets

A

Collections of characters that a computer recognises from their binary representation, used to convert characters to binary code and vice versa

24
Q

ASCII

A
  • Each character is given a 7-bit binary code -> can represent 128 different characters
  • Extra 0 is added to the start of each binary code so each character uses 1 byte
25
Q

Unicode

A
  • Covers all major languages, including ones that use different alphabets
  • Uses multiple bytes for each character
  • First 128 characters in Unicode are the same as ASCII
26
Q

Text file sizes

A

File size (in bits) = number of bits per character x number of characters

27
Q

Bitmap

A

A type of image made up of lots of tiny dots, called pixels. Colour of each pixel is stored using a binary code

28
Q

Image resolution

A

Number of pixels in a bitmap image -> width x height

29
Q

Colour depth

A

The number of bits used to represent each pixel -> total number of colours = 2 to the power of n (where n = colour depth)

30
Q

Image file sizes

A
  • File size (in bits) = image resolution x colour depth = width x height x colour depth
  • Increasing the image resolution or colour depth will usually give a higher quality image, but a larger file size
31
Q

Metadata

A

Data stored in a file which contains information about the file. Helps the computer to recreate the image on the screen from the binary data

32
Q

Sampling

A

Converting an analogue sound wave into digital data that can be read and stored by a computer

33
Q

Sample rate

A

The number of samples taken per second. It is usually measured in hertz (Hz).

34
Q

Bit depth

A

The number of bits available for each sample

35
Q

Sound sampling process

A
  • The amplitude of the sound wave is measured at fixed intervals -> sample rate
  • Recreated digitally based on the measurements taken -> bit depth
  • Will have lost some accuracy
36
Q

Sound file sizes

A

File size (in bits) = Sample rate (Hz) x bit depth x length (seconds)