A Level Computer Science
H446/02 Algorithms and programming
Practice paper - Set 1
Time allowed: 2 hours 30 minutes
Do not use:
a calculator
First name Last name
Centre number
Candidate number
INSTRUCTIONS
• Use black ink.
• Complete the boxes above with your name, centre number and candidate
number.
• Answer all the questions.
• Write your answer to each question in the space provided.
• If additional space is required, use the lined page(s) at the end of this
booklet. The question number(s) must be clearly shown.
• Do not write in the barcodes.
INFORMATION
• The total mark for this paper is 140.
• The marks for each question are shown in brackets [ ].
• Quality of extended responses will be assessed in questions
marked with an asterisk (*).
• This document consists of 28 pages.
© OCR 2016 OCR is an exempt Charity
H44602/6 Turn over
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Answer all the questions.
Section A
1 A flight simulator allows a user to take control of a simulated aeroplane. The
user can fly the plane in an environment that can simulate different weather
conditions and additional planes in the sky.
(a) Identify three pieces of information that would need to be researched in
order to design this simulator.
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(b) Explain what is meant by ‘concurrent processing’ and describe one example
of how the simulator could make use of it.
Concurrent processing
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Example ......................................................................................................................
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© OCR H446/0
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(c) Air traffic controllers are considering introducing a new flight path.
Explain two reasons why they might use the new flight path in the simulation
before implementing it in the real world.
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(d) Abstraction has been used in the design and creation of the flight simulator.
Explain, using an example, the need for abstraction in the creation of the flight
simulator.
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© OCR H446/0 Turn over
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2 The layout for a 2-player board game is shown in Fig 2.1
START 1 2 3 4 5 6 7
15 14 13 12 11 10 9 8
16 17 18 19 20 21 22 23
31 30 29 28 27 26 25 24
32 33 34 35 36 37 38 39
47 46 45 44 43 42 41 40
48 49 50 51 52 53 54 55
END 62 61 60 59 58 57 56
Fig 2.1
The game is played by rolling two 6-sided dice and moving that number of
spaces. Both players start on the START space. If a player lands on a space
occupied by the other player, they move to the next available space.
The board is to be stored as a 2-dimensional array.
(a) The board shown in Fig 2.1 is a visualisation of the problem. Explain what
visualisation means in this example.
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© OCR H446/0
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