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Edexcel GCSE Computer Science (1CP2) Exam Questions

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4 questions · 13 marks

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1Short recall2 marksStored Program Computers Swap Remove

The central processing unit (CPU) contains an arithmetic logic unit (ALU).

State two types of operation carried out by the ALU.

[2 marks]
Mark scheme

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

  • An arithmetic operation, e.g. addition/subtraction/multiplication/division (1)
  • A logical operation, e.g. comparing two values (is A > B?) / using AND, OR, NOT (1)

Do not accept decoding instructions, fetching instructions or controlling the timing of the CPU, as these are carried out by the control unit.

Example answers and how they were marked
Full marks2/2

It carries out arithmetic operations such as addition and subtraction, and logical operations such as comparing two values to see if one is greater than the other.

Why: Arithmetic operation (1) and logical operation (1).

Some marks1/2

It adds numbers together and works out the result.

Why: Arithmetic operation, addition (1). No logical operation.

No marks0/2

It decodes the instructions that have been fetched from main memory.

Why: Decoding and fetching are the control unit's role; the mark scheme's do-not-accept line covers this.

2Describe2 marksTranslators Swap Remove

A compiler and an interpreter both translate source code.

Describe one difference between what a compiler produces and what an interpreter produces.

[2 marks]
Mark scheme

Award up to two marks for a linked description such as:

  • A compiler produces object code/machine code/an executable (file) (1) whereas an interpreter produces no object code/translated file (1)
  • A compiler produces a machine code file (1) that can be run on its own/without the compiler/translator being present (1)
  • An interpreter produces no object code/file (1) because it translates and executes each line instead of saving translated code (1)
  • The compiler's output can be saved/stored (1) and run again later, while interpreted code has to be translated again each time it is run (1)

Allow binary for machine code.

Allow executable/an executable for object code.

Do not accept responses about translating the whole program, reporting errors or the speed of execution.

Do not accept 'the interpreter translates/executes one line at a time' on its own: this is how it translates, not what it produces. It earns the development only when linked to no object code/translated file being produced.

Do not accept the interpreter producing object code/an executable.

Example answers and how they were marked
Full marks2/2

A compiler produces object code, which is saved as a file, whereas an interpreter does not produce a file because it translates and executes each line.

Why: Compiler produces object code (1) contrasted with the interpreter producing no object code/translated file (1).

Some marks1/2

The compiler produces machine code.

Why: Machine code/object code produced (1); there is no contrast with the interpreter, so the development is not earned.

No marks0/2

The interpreter produces object code for each line it translates.

Why: Reverses the translators' outputs: the interpreter produces no object code, so nothing is creditworthy.

3Calculate3 marksAdding Binary Numbers Swap Remove

Binary patterns can represent numbers.

(a)

Complete the table to show the 8-bit result of the binary addition.

[2 marks]
1286432168421
11011011
11011100
Mark scheme

Award one mark for each correct nibble in the correct order:

  • 1011 (1)
  • 0111 (1)

0 marks if the response is not 8-bit binary.

Ignore a carry shown beyond the eighth bit.

Example answers and how they were marked
Full marks2/2

1011 0111

Why: 219 + 220 = 439, which needs 9 bits; the 8 bits that are kept are both correct (2).

Some marks1/2

0000 0111

Why: Forgets to carry the 1s. The second nibble is correct (1); the first is not.

No marks0/2

1101 1111

Why: Never carries. Neither nibble is correct.

(b)

State the name of the error that occurs when this addition is carried out.

[1 mark]
Mark scheme

Award one mark for:

  • overflow (error) (1)
Example answers and how they were marked
Full marks1/1

Overflow

Why: The result needs more bits than are available (1).

No marks0/1

Underflow

Why: A near miss: the result is too big for 8 bits, not too small.

No marks0/1

A syntax error

Why: A syntax error is a mistake in a program's code, not in arithmetic.

4Discuss6 marksLow and High Level Languages Swap Remove

A school computing club is creating a quiz game. The game will be written by students who are new to programming. It will store the names and scores of players in a list. The club wants to choose a language that helps the students finish the game quickly and with few errors.

Discuss the characteristics of a high-level programming language that make it suitable for writing the quiz game.

Your answer should include:

  • how easy the language is to learn, use and debug
  • the data structures it provides for storing the players' names and scores
  • the built-in functions and library routines it provides.
[6 marks]
Mark scheme

Indicative content

Ease of learning, use and debug

  • High-level language statements are written in English-like words and mathematical symbols, so the students can read the quiz game code and understand what each line does.
  • The language is easier to learn than a low-level language, so students who are new to programming can start writing the quiz game quickly.
  • Errors are easier to find and fix because the code is readable; for example, the students can check a line that updates a score against the rule they intended.
  • The students do not need to know how the processor carries out each statement, so they can concentrate on the quiz questions and rules.

Data structures

  • High-level languages provide lists or arrays, so the names and scores of all the players can be stored under one name and processed with a loop.
  • A record can store a player's name and score as one item; in some languages a dictionary or class can be used instead, which keeps related data together.
  • Using a data structure makes the code shorter and easier to understand than separate variables for every player's name and score.

Built-in functions and library routines

  • High-level languages provide built-in functions such as print and input, so the students can display a question and read a player's answer without writing the underlying code.
  • Library routines such as a random number generator can be used to choose quiz questions, saving the students time.
  • String-handling routines can check or compare a player's answer, so the students do not have to write these routines themselves.
  • Reusing tested routines reduces the amount of code the students write and can reduce errors in the quiz game.

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)

Additional guidance: Credit only points applied to the quiz game and the students; comparison with low-level languages is not required, but a correct contrast may support a point if it is applied. Do not award generic claims such as 'high-level programs run faster', 'work on any computer' or 'students do not need to learn syntax' unless they are justified for the quiz game.

Level 3 responses must cover all three bullet areas with linked reasoning that explains why the characteristic helps the students finish the game quickly with few errors; an answer covering only two bullet areas is limited to Level 2. Do not award the idea that high-level code is already machine code or is understood directly by the processor. Accept dictionaries or classes as equivalents of records.

Example answers and how they were marked
Full marks6/6

A high-level language is suitable for the quiz game because its statements use English-like words and mathematical symbols, so students who are new to programming can read the code and see what each part of the quiz does. This also makes the game easier to debug, because the students can compare a line that updates a player's score with the rule they intended. The language gives the students lists or arrays, so all the players' names and scores can be stored under one name, and a loop can then go through the list to display the results. A record, or a dictionary in Python, can keep one player's name and score together, which is clearer than using separate variables. The language also provides built-in functions and library routines such as input, print and a random number generator, so the students do not have to write these from scratch. They can use input to ask for a player's name and print to show the score, and a random number routine to choose a question. This lets the club spend its time on the quiz questions and rules, so the students can finish the game quickly with fewer errors.

Why: Covers all three bullet areas with linked reasoning: readable English-like statements and debugging, lists/records for names and scores, and built-in input/print/random routines, all applied to helping new students finish quickly with fewer errors. This meets Level 3.

Some marks3/6

High-level languages use English words, so the students can understand the code for the quiz game and find mistakes more easily. They provide lists or arrays, so the players' names and scores can be stored together, and a loop can be used to display the scores. This makes the game easier to write for students who are new to programming.

Why: Level 2, 3 marks: covers ease of learning/use and data structures with some application to the quiz game, but gives no built-in facilities and limited development of why this helps the club finish quickly, so it is not Level 3.

No marks0/6

High-level code is already machine code, so the computer can run the quiz game without a translator. The students do not need to learn any syntax.

Why: Contains the machine-code misconception and a generic claim that the scheme does not credit; no creditworthy point is made, so Level 0.

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