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Edexcel GCSE Computer Science (1CP2) Exam Questions

Build a practice paper from 693 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.

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4 questions · 11 marks

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1Short recall1 markCharacter Sets Swap Remove

ASCII uses 7 bits to store each character. A system has only 6 bits available to store each character.

State the number of different characters the system can represent.

[1 mark]
Mark scheme

Award one mark for:

  • 64 (1)
  • 2^6 (1)
  • 2 × 2 × 2 × 2 × 2 × 2 (1)

Allow 64 characters / sixty-four.

Allow 2 to the power of 6 for 2^6.

Do not accept 128, which is the number of characters that can be represented using 7 bits.

Do not accept 63, the largest value that can be represented using 6 bits, rather than the number of different characters.

Do not accept 12 (2 × 6), ie the number of bits multiplied by 2.

Example answers and how they were marked
Full marks1/1

64

Why: Correct: 2^6 = 64 different characters (1).

No marks0/1

128

Why: Scores 0: 128 is the number of characters that 7 bits can represent, not the 6 bits the system has; the Do not accept line applies.

No marks0/1

63

Why: Scores 0: 63 is the largest value 6 bits can hold, not the number of different characters; the Do not accept line applies.

2Explain2 marksImages Swap Remove

Two versions of the same photograph are displayed at the same size on a screen. Version A is 800 × 600 pixels. Version B is 1600 × 1200 pixels.

Explain why Version B can show more detail.

[2 marks]
Mark scheme

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

  • Version B has more pixels in the same area (1) so each pixel represents a smaller part of the image (1)
  • Version B has a higher pixel density (1) so finer detail can be represented (1)
  • The pixels in Version B are smaller (1) so more detail can be captured in the same space (1)
  • Version B has a higher resolution (1) because there are more pixels per unit of area (1)

For both marks, the expansion must follow/associate with the statement.

Do not accept 'more pixels' on its own without saying same area/pixel density/smaller pixels.

Do not accept higher colour depth or more colours.

Example answers and how they were marked
Full marks2/2

Version B has more pixels in the same area so each pixel represents a smaller part of the image.

Why: Linked point (1) and reason (1): more pixels in the same area means smaller pixels and more detail.

Some marks1/2

Version B has more pixels in the same area.

Why: One mark for the point about pixel density; the linked reason about smaller pixels or finer detail is missing.

No marks0/2

Version B has a higher colour depth, so it can display more colours.

Why: Colour depth is not the reason for more detail here; this is the common misconception that colour depth increases resolution.

3Explain2 marksCharacter Sets Swap Remove

Characters typed on a keyboard are stored using ASCII.

Explain how the computer encodes the letter A using ASCII.

[2 marks]
Mark scheme

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

  • The computer looks up the character in the ASCII character set/table (1) to find the code that represents it (1)
  • Each character has its own unique ASCII code (1) so the letter A is converted to and stored as a 7-bit binary pattern (1)
  • ASCII uses 7 bits for each character (1) so A is stored as its ASCII code 1000001 (binary) / 65 (denary) (1)

The second mark requires a linked expansion, so a point on its own (e.g. 'A has the code 65') can only earn one mark.

For both marks, the expansion must follow/associate with the statement.

Accept an 8-bit pattern with a leading 0 (e.g. 01000001) as the binary code for A.

Do not accept 'the character is stored as text' without saying it is changed into a code/binary.

Do not accept a binary value on its own (e.g. 1000001) without saying that it is the ASCII code/that the character is converted to it.

Example answers and how they were marked
Full marks2/2

The computer finds the unique ASCII code for A, which is 65 in denary, and stores it as the 7-bit binary pattern 1000001.

Why: Linked point that A is given its unique ASCII code (1) and reason/expansion that it is converted to and stored as a 7-bit binary pattern (1).

Some marks1/2

The computer changes the letter A into a number.

Why: Gives the point that the character is given a code/number (1) but no linked expansion saying it is converted to binary or stored, so stays on one mark.

No marks0/2

The letter A is stored as the number 1 because it is the first letter of the alphabet.

Why: Wrong reason and no creditworthy point: it does not say that the character is given its ASCII code and converted to binary.

4Discuss6 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.

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