AQA Unit 2 Computer Programming | Mark scheme at the end
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Module
COMPUTER SCIENCE
Institution
AQA
Level 3 Technical Level
IT: PROGRAMMING
Unit 2 Computer Programming
Monday 13 May 2019 Morning Time allowed: 2 hours
Materials
For this paper you must have:
• a ruler
• a scientific calculator (non-programmable)
• stencils or other drawing equipment (eg flowchart stencils).
Instructi...
level 3 technical level it programming unit 2 computer programming monday 13 may 2019 morning time allowed 2 hours materials for this paper you must have • a ruler • a scientific calculator non pr
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AQA
COMPUTER SCIENCE
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Centre number Candidate number
Surname
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Candidate signature
Level 3 Technical Level
IT: PROGRAMMING
Unit 2 Computer Programming
Monday 13 May 2019 Morning Time allowed: 2 hours
Materials
For this paper you must have: For Examiner’s Use
a ruler
a scientific calculator (non-programmable) Question Mark
stencils or other drawing equipment (eg flowchart stencils). 1−5
Instructions 6
Use black ink or black ball-point pen. 7
Fill in the boxes at the top of this page.
8
Answer all questions.
You must answer each question in the space provided. Do not write outside 9
the box around each page or on blank pages. 10
Do all rough work in this book. Cross through any work you do not want to 11
be marked.
If you need more space use the additional pages at the back of this booklet. 12
13
Information
The marks for questions are shown in brackets. 14
The maximum mark for this paper is 80. 15
There are 50 marks in Section A and 30 marks in Section B. Both sections 16
should be attempted.
TOTAL
Advice
In all calculations, show clearly how you work out your answer.
Use diagrams, where appropriate, to clarify your answers.
You are expected to use a calculator where appropriate.
You are reminded of the need for good English and clear presentation in
your answers.
*JUN19F507646501*
IB/M/Jun19/E6 F/507/6465
, 2
Do not write
outside the
Section A box
Answer all questions in this section.
0 1 What does the flowchart symbol in Figure 1 represent?
Tick () one box.
[1 mark]
Figure 1
Decision
Input
Process
Sequence
0 2 Which statement describes a pointer in computer programming?
Tick () one box.
[1 mark]
A pointer is an output device such as a printer.
A pointer performs mathematical and logical operations.
A pointer references a location in memory.
A pointer stores the next instruction to be processed.
*02*
IB/M/Jun19/F/507/6465
, 3
Do not write
outside the
0 3 In application design, ‘familiarity’ means box
Tick () one box.
[1 mark]
a preference for a particular type of hardware.
comparable in appearance to existing software.
configuring software with a user’s preferences.
software which is compatible with the previous version.
0 4 In software engineering, the abstraction principle is the
Tick () one box.
[1 mark]
aim of reducing duplication of information in a program.
principle of software versioning which identifies variations.
use of a single symbol to represent different types.
wrapping up of data into a single unit or class.
Turn over for the next question
Turn over ►
*03*
IB/M/Jun19/F/507/6465
, 4
Do not write
outside the
box
0 5 Server-side scripting
Tick () one box.
[1 mark]
cannot be used to enhance web page interactivity.
enables a website owner to hide source code from the end user.
is generated on the user’s local computer system.
is run directly in a web browser. 5
*04*
IB/M/Jun19/F/507/6465
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