Topic 1: Systems Organization
Topic 2: Computer Architecture
Topic 3: Networks
Topic 4: Programming
Paper 2: OOP
100

This type of changeover, two products are produced simultaneously on separate production lines, and then the production lines are switched to produce the other produc

Parallel changeover

100

The CPU retrieves the instruction from memory and stores it in the instruction register. Name of this step.

Fetch 

100

A small piece of data that is sent over a network from one device to another. It typically contains information such as the source and destination addresses, a sequence number, and the data being transmitted

A Packet

100

A self-contained block of code that performs a specific task.

A function

100

Data structure that encapsulates data and behavior (in the form of methods) into a single entity.

An Object

200

Helps users understand and use a product, service, or system.

User documentation such as User manuals, Reference guides, Release notes.

200

A small, fast memory storage located close to the CPU. It stores frequently used data and instructions to reduce the number of accesses to main memory.

Cache

200

Standard model for computer network communication. It divides the communication process into layers, each with a specific role in the transfer of data from one device to another

OSI

200

A fundamental construct in programming that allow a set of instructions to be executed repeatedly until a certain condition is met.

Loops

200

Ability of an object to hide its internal data and behavior from other objects. This ensures that objects can only interact with each other through a well-defined interface, making the system more modular and easier to maintain.

Encapsulation 

300

This can occur when hardware components such as hard drives, solid-state drives, or other storage devices fail or become damaged.

Data Loss

300

A firmware program that is built into a computer's motherboard and is responsible for initializing and testing hardware components at startup.

BIOS

300

Reduces the amount of data that needs to be transmitted, thereby reducing the time required to transmit the data and minimizing the risk of data loss or corruption during transmission

Data Compression

300

Often used to solve problems that can be divided into smaller, similar sub-problems.

Recursive Functons

300

A method in an object-oriented programming language that is used to access the value of an object's instance variable.

Accessor (getter) Method

400

A firmware program that is built into a computer's motherboard and is responsible for initializing and testing hardware components at startup.

BIOS

400

Transfers multiple bits of data at the same time, using multiple wires. High bandwidth, which allows for fast data transfer rates

Parallel bus

400

Needed in networks to ensure that communication between devices is reliable, efficient, and secure

Protocols

400

They provide a way to efficiently store, organize, and access data in a computer program.

Data Structures

400

Provides a way to reuse existing code and extend it to create new classes that are specialized versions of existing classes.


Inheritance 

500

Technologies involved in a VPN

Encryption, Tunneling protocols, Authentication

500

A  type of non-volatile memory that stores permanent data and cannot be modified.

ROM memory

500

A networking device that forwards data packets between computer networks. It operates at the network layer (layer 3)

Router

500

One common application of this ADT is for searching and sorting data.

Trees

500

Difference between inheritance and composition

Inheritance is best used when you want to create a new class that is a specialized version of an existing class. Composition is best used when you want to create complex objects from simpler objects, without having to create a new class from scratch.