Menu

Edexcel GCSE Computer Science (1CP2) Exam Questions

Build a practice paper from 659 exam-style questions, each with its mark scheme and example answers. Print it, or answer it on paper and then open the mark schemes. Or browse the questions by topic.

Build a paper

Topics (none ticked: all of them)
Question types (none ticked: all of them)

Practice paper

3 questions · 9 marks

Pick again
Print
1Short recall1 markSound Swap Remove

Digital sound is made up of samples.

Define the term 'bit depth'.

[1 mark]
Mark scheme

Award one mark for:

  • The number of bits used per sample (1)

Allow bits per sample

Allow the number of bits used to record/store each sample

Do not accept the number of samples taken per second (sample rate)

Do not accept the number of bits used to store the whole sound file

Do not accept the number of levels/amplitude values a sample can take

Example answers and how they were marked
Full marks1/1

The number of bits used to record each sample.

Why: States the number of bits per sample (1).

No marks0/1

The number of samples taken each second.

Why: Defines sample rate, not bit depth; do not accept.

No marks0/1

The number of amplitude values each sample can take.

Why: Gives the number of levels/amplitude values, not the number of bits per sample; do not accept.

2Short recall2 marksSound Swap Remove

A sound wave is sampled and the amplitude of each sample is stored using a small number of bits.

Give two limitations of storing the sound in binary when only a small number of bits is available for each sample.

[2 marks]
Mark scheme

Award one mark for any of the following up to a maximum of two marks:

  • Only a limited/fixed number of amplitude values can be stored (1)
  • The amplitude of each sample is rounded/approximated to the nearest value that can be stored (1)
  • The recording is less accurate than the original analogue sound/does not match the analogue wave exactly (1)
  • Sounds louder than the highest amplitude that can be stored are clipped/distorted (1)
  • Sounds quieter than the lowest amplitude that can be stored cannot be represented/are lost (1)

Allow quantisation error/noise for the amplitude being rounded to the nearest value that can be stored, but do not award a second mark for the same idea

Allow a stated consequence as a separate mark only when it is a different point from the list, e.g. fewer amplitude values can be stored (1) so very quiet sounds are lost (1)

Do not accept 'lower quality'/'poorer sound' on its own; the answer must say the recording is less accurate than the original/does not match the analogue wave

Do not accept sample rate/sample interval/number of channels (stereo/mono), as these are not limited by the number of bits available for each sample

Do not accept remedies such as 'a larger bit depth would make it more accurate', as these do not describe a limitation

Do not accept answers about file size, compression or playback method

Do not accept a statement that repeats the stem, e.g. 'the sound is stored in binary using a fixed number of bits'

Example answers and how they were marked
Full marks2/2

The amplitude of each sample has to be rounded to the nearest value that can be stored, and very quiet sounds cannot be represented.

Why: Amplitude rounded to the nearest stored value (1) and quiet sounds cannot be represented (1): two different points from the list.

Some marks1/2

The recording is less accurate than the original sound.

Why: The recording is less accurate than the original analogue sound (1); a second, different limitation is not given.

No marks0/2

The sample rate is too low, so parts of the wave are missed.

Why: Sample rate is not limited by the number of bits per sample, so it is not accepted.

3Discuss6 marksImages Swap Remove

A handheld games console displays sprites. The console stores each pixel of a sprite using 4 bits. Designers want sprites that contain many shades of green and blue.

Discuss the limitations of using 4 bits to store each pixel of a sprite on the console.

Your answer should include:

  • the number of colours that can be represented
  • the effect on the appearance of the sprite
  • how the limitation could be managed.
[6 marks]
Mark scheme

Indicative content

Number of colours

  • 4 bits give 2^4 = 16 different binary values, so at most 16 colours can be stored for each pixel.
  • The console cannot store every shade that the designers want; colours outside the 16 must be approximated or left out.
  • Adding more bits per pixel would allow more colours, but this may not be possible on the console's hardware.

Effect on appearance

  • The sprite may show banding where a smooth change from green to blue should be.
  • A sprite that needs many shades, such as a detailed landscape, will look unrealistic or have blocks of colour.
  • Simple sprites with flat colours, such as a retro character, can still look acceptable.
  • The limitation is in the number of colours, not the number of pixels; resolution is a separate issue.

Managing the limitation

  • Designers can choose a palette of 16 colours that includes the most important greens and blues for the game.
  • They can design sprites with flat colours rather than smooth gradients.
  • They can use more bits per pixel for important sprites if the console allows it.
  • They can accept that some shades will be approximated and check that the sprite still looks clear on the console's screen.

Levels

  • Level 0 (0 marks): No rewardable content.
  • Level 1 (1–2 marks): Basic, independent points are made, showing elements of understanding of key concepts/principles of computer science. (AO1) The discussion will contain basic information with little linkage between points made or application to the context. (AO2)
  • Level 2 (3–4 marks): Demonstrates adequate understanding of key concepts/principles of computer science. (AO1) The discussion shows some linkages and lines of reasoning with some structure and application to the context. (AO2)
  • Level 3 (5–6 marks): Demonstrates comprehensive understanding of key concepts/principles of computer science to support the discussion being presented. (AO1) The discussion is well developed, with sustained lines of reasoning that are coherent and logically structured, and which clearly apply to the context. (AO2)

Level 3 responses must cover the number of colours and the effect on appearance.

Do not accept 4 bits give 4 colours or 8 colours.

Example answers and how they were marked
Full marks6/6

4 bits per pixel gives 2^4 = 16 different binary values, so each pixel can be only one of 16 colours. The designers want many shades of green and blue, but most of these cannot be stored exactly and must be approximated or left out. This can cause banding where a smooth change from green to blue should be, so a detailed sprite may look unrealistic. A simple sprite with flat colours could still look acceptable. The designers could choose a palette of 16 colours that includes the most important greens and blues, and design sprites with flat colours instead of gradients. Using more bits per pixel would allow more colours, but the console's hardware may not support this.

Why: Explains 2^4 = 16 colours and the limitation on shades, links this to banding and realism, and gives suitable ways to manage it in the console context. Sustained reasoning, so Level 3.

Some marks4/6

4 bits can store 16 colours. This means the sprite cannot have many colours. It might look bad if it needs lots of shades of green and blue. The designers could use fewer colours in the sprite.

Why: Correctly gives 16 colours and makes a simple link to the sprite's appearance and a way to manage it. There is little development of the effect or the management, so Level 2.

Some marks1/6

4 bits can store 16 colours. This means the sprite will have a low resolution, so it will look blocky. The designers should use a higher resolution to get more shades of green and blue.

Why: One correct point: 4 bits give 16 colours. The answer then confuses colour depth with resolution; increasing resolution would not provide more shades.

Questions by topic

5.3 Cybersecurity

More ways to revise Edexcel GCSE Computer Science (1CP2)

Teachers: build a paper, print it with the mark schemes at the end, and sign your school up to set your classes activities on every topic.

Fetch Decode Explain isn't affiliated with or endorsed by Pearson Edexcel.