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AQA Unit 2 Computer Programming | Mark scheme at the end £9.66   Add to cart

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AQA Unit 2 Computer Programming | Mark scheme at the end

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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...

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  • February 17, 2022
  • 50
  • 2022/2023
  • Exam (elaborations)
  • Questions & answers
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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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