Year 12

AQA A level Computer Science [P1] Multimedia Notes

Multimedia

— Computer Science · Images & Sound · Data Representation —
★ Exam Tip: Teacher's rule: don't rote-learn — understand each term so you can link it. Definitions of pixel, array, sampling, sampling rate and sampling resolution have all appeared in past papers. File-size calculation: at most 1 basic question per paper.
Chapter map: Images → bitmap vs vector → bitmap terms (pixel, image res., screen res., colour/bit depth, metadata, file header) → how images are encoded → file size → Sound → digital vs analogue → sampling, rate, resolution → quantization error → effects & trade-offs → sound-editing features → sound file size.

1. Two Types of Image — Bitmap & Vector

Bitmap = pixels
each box = 1 pixel, own colour
Vector = shapes + instructions
a "T" = 2 rectangles (length, width, colour, position)

Bitmap: picture built from tiny boxes called pixels. Each pixel has its own colour; combine all the pixels ⇒ the image. Think: bitmap = pixels.

Vector: built from drawing objects / geometric shapes (lines, curves, rectangles…) + instructions about them. No pixels inside. e.g. the "T" = 2 rectangles; logos & text are vector too.

"Instructions" ≠ step-by-step moves. They are stored data: which shape, its length, width, colour, and where it sits (e.g. green rectangle inside red one).

Focus: sir says concentrate on vector — bitmap is the familiar one.
Definition (write exactly)Vector graphics: images made up of drawing objects; the properties of each object determine its shape and appearance.
Bitmap image: image stored as an array of individual pixels.
Array (asked in a past paper!) = a group of data items kept together in one container; each box holds one item. Pixels stored as an array ⇒ together they form the image.

2. Bitmap — Terms to Memorize

① Pixel

Pixel = smallest picture element

A pixel is basically a dot with one colour; nothing smaller makes up a picture. Link it to the grid picture above (one grey box, one green box…).

Why square? Squares fit together with no gaps, have equal sides, and map neatly onto a grid (horizontal + vertical axes). Circles would leave empty gaps between neighbours ⇒ not smooth images.

② Image Resolution

1 inch Image resolution = 2 PPI (2 pixels per inch)
as drawn on the board; PPI = pixels per inch
Image resolution = number of pixels per inch (PPI).  Board example: 2 PPI = 2 pixels per inch.
  • Measured in pixels per inch; this value decides the amount of detail an image has.
  • Higher resolution ⇒ more pixels per inch ⇒ more pixel information ⇒ high-quality image.
  • Mental picture: keep the 1-inch bar + the letters PPI in mind.
  • Screens usually show images at about 72 PPI; push it to e.g. 200 PPI for a much higher-quality image.
10 PPI2.54 cm (1 inch)
blocky circle
20 PPI2.54 cm (1 inch)
smoother — more detail

Same 2.54 cm (1 inch) width: 20 PPI circle is smoother than 10 PPI — more pixels in the same space ⇒ more detail. (Both are still bitmaps.)

③ Screen Resolution

1920 pixels1080pixels TOTAL PIXELS2,073,600 1920 × 1080 = 2,073,600
screen resolution = width × height in pixels
Screen resolution = number of pixels that can be viewed horizontally and vertically on the screen.  Written 1920 × 1080
  • Width px × height px = total pixels on screen: 1920 × 1080 = 2,073,600.
  • Every screen differs (laptop vs monitor vs TV).
  • Look closely at a TV: each pixel is made of red, green, blue dots; all colours come from mixing these three. Black = R,G,B all 0; white = all 1.
  • More pixels ⇒ better quality.
Note: "1080p" is a video term (still pixels, but not the same thing as screen resolution).
Don't mix up: image resolution = pixels per inch (detail of the picture)  |  screen resolution = pixels across × down (size of the display grid).

④ Colour Depth / Bit Depth

Colour depth (bit depth) = number of bits allocated to represent each pixel's colour.
1286432168421
8 bits = 8 boxes (each 0 or 1) → place values 128 … 1
  • A bit = smallest memory unit (0 or 1); bits join to make a byte (8 bits).
  • Allow 1 bit per pixel ⇒ bit depth 1; allow 2 bits ⇒ bit depth 2; then 3; then 8 (needs 8 bits).
  • Left box has place value 128, …, right box 1 — the 8 boxes of a byte.
Number of colourscolours = 2bit depth    1 bit → 2¹ = 2 · 2 bits → 2² = 4 · 8 bits → 2⁸ = 256
0100011011000001010011100101110111 1 bit = 2¹ = 22 bits = 2² = 4 3 bits = 2³ = 88 bits = 2⁸ 2 shades4 shades8 shades256 shades only B & W
greyscale: more bits ⇒ more shades between black (all 0s) and white (all 1s)
  • 1 bit: only 2 colours — 0 = black, 1 = white (no mixing).
  • 2 bits: 00 black, 01 dark grey, 10 light grey, 11 white ⇒ 2² = 4. Now you can pick light grey instead of white.
  • 3 bits: 2³ = 8 shades. 000 stays black, 111 stays white; new shades in between.
  • 8 bits: 2⁸ = 256 shades.
Careful: more bits ⇒ more shades of the same colour(s), not totally new ones. 2ⁿ only tells you how many colours you can store.

Higher bit depth ⇒ more combinations ⇒ more accurate / better-quality image — but bigger file. Most commonly 8 bits are used to store each colour.

RGB colour (1 bit each)

000black100red010green001blue110yellow011cyan101magenta111white R G B (1 bit each, 0 = off, 1 = on)
1 bit per colour ⇒ 2³ = 8 colours only, no shades

RGB = Red, Green, Blue. With 1 bit each every colour is either off (0) or on (1):

  • 000 → black (all off)   111 → white (all on)
  • only R on → pure red; only G → pure green; only B → pure blue
  • R + G on → yellow; G + B → cyan; R + B → magenta
  • Raise the bit depth ⇒ you get shades of red, shades of green, shades of blue (mixed ⇒ many more colours). Don't memorise combos — understand them.
Question — minimum bits for N colours

Past paper gives number of colours + options for bit depth; pick the smallest n with 2ⁿ ≥ colours.

Write powers: 2¹=2, 2²=4, 2³=8, 2⁶=64, 2⁷=128, 2⁸=256, 2⁹=512, then match.

• 2 colours → 1 bit  • 256 colours → 8 bits  • 249 / 250 colours → still 8 bits  • 68 colours → 7 bits (2⁶ = 64 is too small, 2⁷ = 128 ✓)

Check both: number of colours and the bit options given — marks depend on it.

⑤ Metadata & File Header

Metadata = data about data — e.g. file name, file format, colour depth.
File header = place that holds the image's metadata: image size, number of pixels, type of compression, colour depth, file location.

Header = the "container"; metadata = what is stored in it. Open any picture's About / Properties and you see it. Not very important in detail — just know the definitions.

3. How Images Are Encoded Into Digital Format

  1. The images are stored as bitmap images.
  2. Each image is made up of pixels.
  3. Each pixel is of a single colour.
  4. Each colour has a unique binary number.
  5. The sequence of binary numbers is stored for the image (in the same pixel order).
100010001111 stored as one sequence,pixel by pixel (row by row): 100 010 001 111 red · green · blue · white (3 bits per pixel here)
image → pixels → colour codes → binary sequence
Rasterizing: even a vector graphic is turned into a bitmap before it is stored/shown — the process vector → bitmap = rasterization. Screens are made of pixels, so everything finally appears as pixels.
Best order: enlarge the vector first, then rasterize ⇒ stays sharp. A rasterized image enlarged afterwards blurs.

4. Vector Graphics in Detail

Core idea: vector graphics store a set of instructions about how to draw the shape — not fixed pixels. When you enlarge it, it is re-drawn / recalculated, not stretched.

pixelated (blocks)
bitmap enlarged: pixels grow bigger
smooth, recalculated
vector enlarged: redrawn from instructions
  • Can be enlarged without pixelation (no blur, no visible squares).
  • Images are re-drawn with each adjustment.
  • Smaller file size — commands are stored, not individual pixels.
  • Can be transferred and downloaded quicker (small file).
  • Individual elements can be grouped to build an object.
  • Suitable for geometric shapes: logos, text, simple drawings.
Pixelated = pixels become visible and the image looks blurry / blocky when zoomed in.

Vector terms

TermMeaning
Drawing objectAn object made from different shapes (e.g. the "T" from two rectangles)
PropertyData about the shapes: length, width, colour, position…
Drawing listThe list of shapes used (e.g. the 2 rectangles) with their properties
Why not always use vector? Vector only uses geometric shapes, so a real photo / realistic scenery can't be shown with a perfectly smooth, accurate vector. Used for logos, text, avatars, emojis, flat cartoon-style art. Also, vector files don't compress well (nothing redundant to remove).

Even though a vector file has no pixels, it still shows on screen as pixels (after rasterization).

5. Vector vs Bitmap — Differences (Past-paper Q)

Past paperDescribe

Describe the differences between vector graphics and a bitmap image.

PointBitmapVector
made ofpixelsstores a set of instructions on how to draw the image
enlargedpixels get bigger ⇒ pixelatesrecalculated, does not pixelate
file sizeusually bigger — must store data about each pixelsmaller — only instructions to create the shape
compressioncan be compressed with significant reduction in file sizedoesn't compress well — little redundant data
Why does bitmap compress but vector not? Bitmap: reduce colours / bit depth ⇒ smaller file. Vector: it's only shapes + instructions — skip an instruction and the image can't be formed. (Compression is a full chapter later.)

6. Features of Graphic Editing Software

FeatureWhat it does
Resizeincrease / decrease the size of the image
Cropremove a particular part of the image
Blurreduce the focus
Red-eye reductionreduce the red reflection of flash light in eyes (modern cameras often do it automatically)

7. Calculating Bitmap File Size

Syllabus note: not officially in the syllabus, but one basic question has appeared — "how to calculate file size" — maximum one per paper, never more. Know the basics.
Bitmap image file sizeFile size (bits) = width (px) × height (px) × colour depth (bits)
  • width × height = total pixels in the image (this is the image, not the screen).
  • × colour depth (bits per pixel) ⇒ answer is always in BITS.
  • bits → bytes: ÷ 8 (1 byte = 8 bits).
  • bytes → KB → MB: ÷ 1000 each (or ÷ 1024 if told).
W × Hpixelsbits bytesKB → MB × depth÷ 8 ÷ 1000, ÷ 1000 total pixels↑ answer comes in BITS
bitmap file size route (÷ 1024 each step if the paper says kibi/mebibyte)
Past papercalc · file size

A digital camera takes a bitmap image 2000 px wide × 1000 px high, colour depth 24 bits. Calculate the file size in MB.

24-bit depth ⇒ 24 bits are used to store one pixel. Total pixels first, × depth, then convert bits → bytes → KB → MB.

pixels = 2000 × 1000 = 2 000 000bits = 2 000 000 × 24= 48 000 000 bitsbytes = 48 000 000 ÷ 8 = 6 000 000KB = 6 000 000 ÷ 1000 = 6000MB = 6000 ÷ 1000 = 6 MB

Answer: 6 MB (mark scheme also accepts 5.7 MB)

1000 or 1024? The mark scheme showed 6 MB and 5.7 MB. 5.7 comes from ÷ 1024 twice (6 000 000 ÷ 1024 ÷ 1024 ≈ 5.72). With no calculator that is hard, so if 1024 is wanted the examiner binds you with "mebibyte / kibibyte" and uses friendly numbers (e.g. 2048 bytes ÷ 1024 = 2). If you see kibi / mebi / gibi → always 1024, never 1000.

8. Sound — Digital vs Analogue Data

Digital data = data stored as binary values, either 0 or 1 (what a computer understands).
Analogue data = data obtained by measuring a physical property, which can take any value from a continuous range.

Analogue examples: temperature, sound amplitude, length. Computers can't use these directly ⇒ convert to binary = digital. A sound wave is analogue; we must encode it digitally to store it on a PC.

Recording → storing → playing

soundmicrophoneADC binary fileDACspeaker analoguedigital: 0s and 1sanalogue
ADC = analogue → digital converter · DAC = digital → analogue converter
  • Microphone gives analogue data.
  • ADC measures the wave at tiny regular time gaps and converts each amplitude to binary; the sequence is stored.
  • To play back, binary goes to the DAC → speaker rebuilds the sound wave.

9. Sampling, Rate & Resolution

Sampling = taking measurements at regular time intervals.
(Sound: taking measurements of sound at regular time intervals.)

General idea: filling a pool and measuring the water depth every 5 minutes — each depth reading is a sample.

Amplitudesectime:5101520253035 sample every 5 s → read the amplitude
sampling = measuring amplitude at regular time intervals (5 s only for illustration; real: milliseconds)
Remember: a copy is never exact — only a close approximation, however many samples you take.

Interval must be regular. In real recordings the gaps are milliseconds (very tiny), so it feels continuous — but it is still not perfectly accurate.

Sampling rate = the number of samples taken per second.  Unit: hertz (Hz)
CD quality = 44 100 samples per second = 44 100 Hz
LOW sample rate
HIGH sample rate

Low rate ⇒ wide gaps ⇒ many chances of error. High rate ⇒ bars follow the line closely ⇒ higher accuracy. (Blue line = original sound; bars = samples.)

Board: High sample rate = higher accuracy.
Sampling resolution = the number of bits used to store each sample.

How much memory each sample gets. More bits per sample ⇒ more accurate value stored… but a bigger file. (Same idea as bit depth for images.)

3 terms to learn: Sampling (measure at regular intervals) · Sampling rate (samples per second) · Sampling resolution (bits per sample).
Past paper3–4 marks

How is sampling used to record a sound clip? (same answer for "How is sound recorded digitally?")

  1. The amplitude of the sound wave is determined (measured)
  2. at set time intervals
  3. to get an approximation of the sound wave
  4. encoded as a sequence of binary numbers
  5. Increasing the sampling rate will improve the accuracy of the recording

Write all the points — it is worth 3–4 marks.

10. Quantization Error

0000001101101001 analogue (smooth)digital (steps)gap = quantization error
analogue − digital = quantization error (digital value = nearest stored level)
Analogue − Digital = Quantization error

Definition: the difference between the analogue signal and the closest digital value at each sampling instant.

  • Blue = original analogue; red steps = what the digital recording stores.
  • With a high sampling rate the gaps shrink ⇒ quantization error becomes much smaller; data is more accurate (never perfect).

11. Impacts of Changing Sampling Rate & Resolution

Sampling rate ⇒ Accuracy ⇒ File size

The greater the sampling rate, the greater the accuracy, but file size increases. Smaller gaps between samples ⇒ lesser quantization error.

Why not always use the maximum? Higher rate / resolution = better accuracy BUT bigger file (more values to store). Choose what suits the job: if quality matters and storage doesn't ⇒ increase both. If you just need the content recorded and want to save space / record more ⇒ reduce rate and resolution.

Effects of increasing the sampling resolution

  • More bits per sample
  • Larger range of values ⇒ larger file size
  • More accurate representation of sound
  • Reduces quantization error
  • Greater range of values can be stored
Benefits of higher resolutionAllows a large dynamic rangeMore accurate representation
Drawbacks of higher resolutionBigger file — occupies more storageLonger to transmit / downloadGreater processing power needed
Dynamic range = the range of sound from soft (quiet) to loud (hard), and everything in between. Higher resolution ⇒ more values to choose from in that range ⇒ more accurate.
Typical questioneffect of changes

"What happens if sampling rate goes 40 → 60 Hz (or 60 → 40)? What if resolution goes 8 → 16 bits?" Answer in three things:

↑ rate / ↑ resolution accuracy ↑, quantization error ↓, file size ↑↓ rate / ↓ resolution accuracy ↓, quantization error ↑, file size ↓

Mention accuracy, quantization error and file size.

12. Features of Sound Editing Software

  • Edit start time / stop time
  • Delete part of a clip
  • Frequency of sound can be altered
  • Fade in / fade out of a clip
  • Mix multiple sound tracks
  • Use of filters (enhance sound — e.g. auto-tune, voice changer)
  • Conversion between different audio file formats
fade IN: quiet → loud
fade OUT: loud → quiet (end of videos)

Fade in: sound starts soft, then increases. Fade out: loud ⇒ slowly gets softer (how background music ends in videos).

★ Exam Tip: You can also write "change volume" etc., but stick to the points that repeat in mark schemes — start/stop time, delete part of clip, frequency, fade in/out. Don't take risks.

13. Calculating Sound File Size

Sound file sizeFile size (bits) = sampling rate × sampling resolution × time (s)
  • Rate in Hz = samples per second; × time ⇒ total samples; × bits per sample ⇒ total bits.
  • Answer comes in bits ⇒ ÷ 8 for bytes (same conversions as images).
Example (teacher's walk-through):
Record a sound for 10 s, sampling resolution 8 bits, sampling rate 60 Hz (60 samples/s).
samples = 60 × 10 = 600bits = 600 × 8 = 4800 bitsbytes = 4800 ÷ 8 = 600 bytes
Past paper2 marks

Leonardo records his voice twice — same length and sampling resolution. 1st: 44 100 Hz; 2nd: 21 000 Hz. Describe how the different sampling rates affect the recording and the sound file.

2 marks ⇒ two things asked: effect on the sound file + effect on the recording. Write both, and compare with 21 000 Hz.

1 ✓ A sampling rate of 44 100 Hz takes more samples per second, so the file size will be larger2 ✓ At 44 100 Hz the recording is more accurate (than at 21 000 Hz)

Answer: 44 100 Hz → larger file + more accurate recording

Space short? Reduce the sampling rate or the sampling resolution — both shrink the file (at the cost of accuracy).

Quick Recap — Whole Chapter

✓ Images
  • Bitmap = array of pixels; vector = drawing objects + properties (instructions).
  • Pixel = smallest picture element. Image res. = pixels per inch (PPI). Screen res. = width × height px (1920 × 1080 = 2 073 600).
  • Colour depth = bits per pixel; colours = 2depth (8 bits = 256). Min bits: smallest n with 2ⁿ ≥ colours.
  • Metadata = data about data; file header holds size, pixels, compression, colour depth, location.
  • Encoding: bitmap → pixels → unique binary per colour → sequence stored. Vector → rasterized first.
  • Bitmap: pixelates when enlarged, bigger file, compresses well. Vector: recalculated, no pixelation, smaller file, compresses poorly.
  • Bitmap size (bits) = W × H × depth → ÷8 bytes → ÷1000 KB → ÷1000 MB (÷1024 for kibi/mebi).
  • Editing: resize, crop, blur, red-eye reduction.
✓ Sound
  • Digital = binary 0/1. Analogue = measurement of physical property, continuous range.
  • Sound path: mic → ADC → binary → DAC → speaker.
  • Sampling = measuring at regular intervals. Rate = samples/s (Hz; CD 44 100). Resolution = bits per sample.
  • Quantization error = analogue − closest digital value at each sample.
  • ↑ rate or ↑ resolution ⇒ ↑ accuracy, ↓ quantization error, ↑ file size (more storage, slower transfer, more processing).
  • Higher resolution ⇒ large dynamic range (soft ↔ loud).
  • Sound file size (bits) = rate × resolution × time.
  • Editing: start/stop time, delete part, change frequency, fade in/out, mix tracks, filters, convert formats.