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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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1Multiple choice1 markCharacter Sets Swap Remove

A new character set must be able to represent 70 different characters.

Identify the minimum number of bits needed to represent each character.

[1 mark]
  • A6
  • B7
  • C8
  • D70
Mark scheme
  • B 7 (1)
  • The only correct answer is B. The correct answer is 7.
  • A is not correct because 6 bits give only 64 combinations, which is not enough for 70 characters
  • C is not correct because 7 bits already give 128 combinations, so 8 bits is not the minimum needed
  • D is not correct because 70 is the number of characters needed, not a number of bits
Example answers and how they were marked
Full marks1/1

B 7

Why: The only correct answer: 7 bits give 128 combinations, enough for 70 characters, and it is the smallest number of bits that does (1).

No marks0/1

C 8

Why: Distractor, no credit: a single-tick item has no partial credit, and 8 bits is not the minimum because 7 bits already give 128 combinations, so the scheme's C line gives no mark.

No marks0/1

A 6

Why: Misconception, no credit: 6 bits give only 64 combinations, which cannot represent 70 different characters, so the scheme's A line gives no mark.

2Explain2 marksCharacter Sets Swap Remove

The ASCII code for the uppercase letter A is 65, which is stored as the 7-bit pattern 1000001.

Explain why the lowercase letter a is stored using a different 7-bit pattern.

[2 marks]
Mark scheme

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

  • The computer needs to tell/distinguish the uppercase A from the lowercase a (1) because each different character has its own unique 7-bit code/pattern (1)
  • A and a are different characters (1) so each needs a different 7-bit pattern to be stored and displayed correctly (1)
  • If A and a had the same 7-bit pattern (1) the computer could not tell which character to display (1)

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

Do not accept 'because they are different letters/cases' without saying they need different/unique codes or that the computer must tell them apart.

Do not accept 'because A is a capital letter' on its own.

Do not accept 'because the codes are different numbers' or '65 is not 97' without linking to the need to tell the characters apart or to unique codes.

Example answers and how they were marked
Full marks2/2

Each character needs its own unique code, so the computer can tell that A and a are different characters and display the right one.

Why: Gives the point that the computer must tell A and a apart (1) and links it to the reason that each character needs its own unique code (1).

Some marks1/2

The computer must be able to tell the difference between uppercase and lowercase letters.

Why: Gives the point that the computer must tell the two characters apart (1) but gives no linked reason about unique codes or different 7-bit patterns.

No marks0/2

Because A is a capital letter and a is lowercase.

Why: Only states that the letters are different cases, which the mark scheme says is not accepted without saying they need unique codes or that the computer must tell them apart.

3Explain2 marksSound Swap Remove

Analogue sound is converted to binary by sampling at regular intervals.

Explain one reason why increasing the sample rate improves the quality of a digitised sound.

[2 marks]
Mark scheme

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

  • More samples are taken every second / the sample rate is higher (1) so the digital wave follows the shape of the analogue wave more closely (1)
  • The amplitude is measured more often / at shorter intervals (1) so fewer changes in the sound are missed between measurements (1)
  • The sample interval is shorter (1) so less of the sound wave is lost/goes unrecorded between samples (1)
  • More data points are recorded for the same length of sound (1) so the digital representation is a closer copy of the original sound (1)

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

Do not accept 'the quality is better/higher' or 'the sound is clearer' as a point on its own without a reason such as more samples or more detail.

Do not accept 'the samples are more accurate' or 'more data is collected' without saying what becomes more accurate or what the extra data records.

Do not accept 'the file size is larger' as a reason for improved quality.

Do not accept answers about using more bits per sample, as these describe bit depth, not the sample rate.

Example answers and how they were marked
Full marks2/2

More samples are taken every second, so the digital representation follows the shape of the analogue wave more closely.

Why: Point (more samples each second) (1) with linked reason (follows the analogue wave more closely) (1).

Some marks1/2

More samples are taken every second.

Why: Creditworthy point (1) but no linked reason about what the extra samples achieve, so stays on one mark.

No marks0/2

Each sample is stored using more bits, so every measurement is more accurate.

Why: This describes bit depth, not the sample rate, so neither mark is awarded.

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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