(June 2024 - Merged Question Paper and Marking Scheme)
A-level
COMPUTER SCIENCE
Paper 1
June 2024
Preliminary Material
To be opened and issued to candidates on or after 1 September 2023, subject to the
instructions given in the Teacher’s Notes (7517/1/TN).
Note
The Preliminary Material and Skeleton Program are to be seen by candidates and their teachers
only, for use during preparation for the examination on 10 June 2024. They cannot be used by
anyone else for any other purpose, other than that stated in the instructions issued, until after the
examination date has passed. They must not be provided to third parties.
Information
A Skeleton Program is provided separately by your teacher and must be read in conjunction with
this Preliminary Material.
You are advised to familiarise yourselves with the Preliminary Material and Skeleton Program
before the examination.
A copy of this Preliminary Material, the Skeleton Program and the Data files puzzle1.txt,
puzzle2.txt, puzzle3.txt and puzzle4.txt will be made available to you in hard copy and
electronically at the start of the examination.
You must not take any copy of the Preliminary Material, Skeleton Program or any other material
into the examination room.
,For A-level Computer Science Paper 1 (June 2024), which focuses on Theory of Computer Science, the
following are the key areas you should revise:
1. Fundamentals of Programming:
Programming Concepts: Understand data types (integer, real, string, boolean), variables,
constants, operators, and control structures (if-else, loops, case statements).
Data Structures: Be comfortable working with arrays, lists, queues, stacks, and linked lists. Know
operations like insertion, deletion, and searching for these structures.
Subprograms: Understand the use of functions and procedures. Be able to explain the difference
between them and know the importance of parameters and return values.
File Handling: Understand how to read and write to files, handle binary files, and use file handling
functions for various tasks.
2. Algorithms and Problem Solving:
Algorithm Design: Focus on designing efficient algorithms to solve problems. Practice
pseudocode and flowcharts to represent your algorithm.
Sorting and Searching:
o Sorting Algorithms: Know how to implement and analyze bubble sort, merge sort, quick
sort, and insertion sort.
o Searching Algorithms: Practice linear search and binary search, understand their time
complexities (O(n) and O(log n), respectively).
Recursion: Be able to write recursive solutions for problems (e.g., factorials, Fibonacci sequence).
Understand the base case and recursive calls.
Big O Notation: Understand how to analyze and compare algorithm efficiency in terms of time
complexity and space complexity using Big O notation.
3. Data Representation:
Binary and Hexadecimal: Convert between binary, hexadecimal, and decimal. Understand binary
arithmetic operations (addition, subtraction).
Character Representation: Be familiar with ASCII, Unicode, and how characters are represented in
memory.
Data Structures in Memory: Know how arrays and linked lists are represented in memory and how
to access and manipulate them.
4. Computer Systems:
Hardware Components: Be familiar with the functions of CPU, memory (RAM), input/output
devices, secondary storage, and their interactions.
Von Neumann Architecture: Understand the fetch-decode-execute cycle, control unit, ALU
(Arithmetic
5. Networking:
Network Topologies: Understand star, bus, ring, and mesh topologies, and their
advantages/disadvantages.
Protocols: Understand TCP/IP, HTTP, FTP, DNS, IMAP, and how data is transferred between
systems.
6. Databases:
Relational Databases: Understand the concept of tables, primary keys, foreign keys, and SQL
operations such as SELECT, INSERT, UPDATE, DELETE.
IB/G/Jun24/G4001/E5 7517/1/PM
, 2
INSTRUCTIONS FOR CANDIDATES
Electronic Answer Document
Answers for all questions in all sections must be entered into the word-processed document made
available to you at the start of the examination and referred to in the question paper rubrics as the
Electronic Answer Document.
Preparation for the examination
You should ensure that you are familiar with the Preliminary Material and the Skeleton Program for
your programming language.
IB/G/Jun24/7517/1/PM
, 3
Symbol Puzzle
Symbol Puzzle is a simple puzzle where the user places symbols into a grid, trying to maximise their
score as they do so.
The user is allowed to place a specified number of symbols (38 in the standard puzzle) into the grid.
The puzzle is finished when the last symbol has been placed.
To score points, the user must place symbols into cells in the grid so that they match a pattern. In
the standard puzzle the user is able to use the symbols Q, T and X.
To score 10 points using the symbol Q the user needs to place five Q symbols in a 33 section of the
grid so that they match the pattern shown in Figure 1.
Figure 1
Q Q
Q Q
Q
To score 10 points using the symbol T the user needs to place five T symbols in a 33 section of the
grid so that they match the pattern shown in Figure 2.
Figure 2
T T T
T
T
To score 10 points using the symbol X the user needs to place five X symbols in a 33 section of the
grid so that they match the pattern shown in Figure 3.
Figure 3
X X
X
X X
Turn over ►
IB/G/Jun24/7517/1/PM