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User: 2 1 Programming basicsINTRODUCTIONIn its simplest form a computer program can be seen as a list of instructions that a computer has to work through in a logical sequence in order to carry out a speciﬁ  c task. The instructions that  make up a program are all stored in memory  on the computer along with the dat a that is needed to make the program work. Programs (also known as applications or apps) are created by writing lines of code to carry out algorithms. An algorithm  is the steps required to pe rform a particular task and the programming code contains the actual instructions written in a programming language. This language is in itself an application that has been written by someone else to enable you to write your own programs. In the same way that there are lots of different languages you can learn to speak, there are also lots of programming languages, and in the same way that some languages have many different dialects, there are also different versions of some of the more popular programming languages.
 Another similarity with natural languages is that each programming language has its own vocabulary and rules that deﬁ  ne how the words must be put together. These rules are known as the syntax  of the lang uage. The difference between learning a foreign (natural) language and a computer language is that there are far fewer words to learn in a computer language but the rules are much more rigid.LEARNING OBJECTIVES In this chapter you will learn: •the basic principles of writing instructions in the form ofprogramming code •what constants and variables are and how to use them•what the main data types are •how to store data using meaningful names.SPECIFICATION COVERAGE3.1.1.1 Data types 3.1.1.2 Programming concepts3.1.1.6 Constants and variables in a programming language3.5.1.2 IntegersKEYWORDS Memory: the location where instr uctions and data are stored on the computer. Algorithm: a sequence of steps that can be followed to complete a task and that always terminates.
 Syntax: the rules of how words are used within a given language.3CONSTANTS AND VARIABLES ●Naming and storing data In addition to instructions, the computer program also needs data to work with. For example, to add two numbers together requires an add  instructionand then the two numbers that need to be added. You need to give these twodata items names so that the computer will know which data to use. The data are stored in memory along with the instructions. You could viewmemory rather like a series of pigeon-holes, each having a unique address,known as a memory address .It is a rea lly good idea to use names that indicate the purpose of the data – in the case of the example above the two numbers might be calledNumber1  and Number2 . Using meaningful names will help you when theyare trying to trace bugs and it also allows other programmers to follow thecode more easily. It is good practice to adopt a common naming convention.In this case the first character in upper case and the rest in lower case. This process of giving data values is called ‘assigning’, and it looksomething like these two: Number1 23 Name  "Derek"The  means ‘becomes’ or ‘equals’. Number1  is an example of a variable. In the example above it has been given a value of 23 , though this value will change while the program is being run. Name  is another example of a variable and has been given the value "Derek".  Different programming languages have slightly different ways of assigning values. For example, you may need to use the equals sign to make the assignment  in the code you are writing. So a simple algorithm to add two number s together might look like this: Number1 = 2Number2 = 3Answer = Number1 + Number2Figure 1.1 shows a simplified visualisation of how this program is handled. There will be millions of memory addresses, of which just three are shown in this diagram.
 Memory address 1000 1001 1002Number1 Variable2 Data 3 5Number2 Answer Figure 1.1 ●Constants and variablesData are stored either as constants  or as variables . Constants (as you’d expect from the name) have values that are fixed for the duration of a program. For example, if you were writing a program that converted milesinto kilometres you could set the conversion rate as a constant because it willnever change. In this case we could call the constant ConvertMilestoKmand assign it a value of 1.6 as there are approximately 1.6 km to the mile.Then whenever we want to convert a distance in miles to its metric equivalentwe would multiply it by the constant ConvertMilestoKm .KEYWORD Assignment: the process of giving a value to a variable or constant.KEYWORD Memory address: a specific location in memory where instructions or data are stored. KEYWORDSConstant: an item of data whose value does not change.
 Variable: an item of data whose value could change while the program is being run.1 Programming basics4Notice that the name given to the constant is self-explanatory. We could have just called it Constant1 . However, by giving it a meaningful name it makes the code easier to work with as the program gets bigger. It also makes it easier for anyone else that looks at the code, to work out what the program is doing. This is important for three main reasons: ●It makes it easier to find and correct errors/bugs in code. This is calledebugging . ●There are many occasions where there are several programmers workingon the same program at the same time, so having a sensible naming convention makes it easier for everyone to understand. ●It will be easier to update the code later on when further versions of thepro gram are created.
 The value of variables can change as a program is being run. For example, the same conversion program will require the user to type in the number of miles they want to convert. This number will probably be different each time the user enters data. Therefore, you need to have a variable that you could call NumberOfMiles . There are lots of other examples – the number of answers a pupil has got right in a test would (hopefully) increase as they work their way through a test so the data would have to be stored as a variable. The password a user uses to access a network can be changed at any time, so it would also be classed as a variable. Variable and constant declarationDeclaring a constant or variable means that when you are writing code you describe (or declare) the variables and constants that you are going to use before you actually use them in your program. Some programming languages force you to declare the variables and constants you intend to use in your program before you start writing any code. The benefits of doing this are that it forces you to plan first and the computer will quickly identify variables it does not recognise. There are two parts to a declaration . You need to supply a suitable name for the constant/variable and you need to specify the data type that will be used. The declarations might look something like this: Dimension Age As IntegerDimension Name As StringDimension WearsGlasses As BooleanDimension  or Dim  is one of the command words used in Visual Basic to indicate that a variable is being declared. Once you have declared a variable it starts with a default value. In the above examples Age  will start as zero, Name  as nothing (also known as the empty string) and WearsGlasses  will start with the value False. Other languages may use different default values so it is good practice to assign an initial value to the variable just to make sure it is correct. ●Data typesIt is important to consider how you want your program to handle data. Forexample, to create the miles to kilometres conversion program, you have totell the program that miles and kilometres both need to be stored as numbers.KEYWORD Debug: the process of finding and corr ecting errors in programs. KEYWORDeclaration: the process of definingvariables and constants in terms of their name and data type.DATA TYPES5There are lots of data types you might need to use and you need to think carefully about the best type to use. For example, if storing numbers, how accurate do you need the number to be? Will a whole number be accurate enough or will you need decimals? In addition to numbers, you will probably want to store other data such as a person’s name, their date of birth or their gender. All programming languages offer a range of data types but the actual name of the data type may vary from language to language. Here are some of the most common data types: ●Integer: This is the mathematical name for any positive or negativewhole number. This might be used to store the number of cars sold in a particular month or the number of pupils in a class. The range ofnumbers that can be stored depends on how much memory is allocated.For example, an integer  in Visual Basic can store numbers between–2 147 48 3 648 through to +2 147 483 647.  Declaring a number as an integer means that the program will thenhandle the data accordingly. For example, 2 + 3 will equal 5. In somelanguages, if you did not set it to integer 2 + 3 would equal 23 (two three).
 ●Real/Float: This is a number that has a fractional or decimal part, forexa mple 3.5 or 3  1_2 . In our miles to kilometres conversion program, you would need to store both miles and kilometres using this data type as theuser might want to convert a number that is not a whole number. Otherexamples might include a person’s height in metres or their weight inkilograms.
 ●Text/String: This data type is used to store characters, which could betext or numbers. For example, you could use this to store a person’s name or address. Some programming languages refer to this data type asalphanumeric because you can actually store any character you want in astring whilst text implies it can only store letters. Text or string variablesare normally shown in quotation marks. For example you might assignthe name Frank to a variable like this: Name  "Frank" . Housenumbers and phone numbers are often stored as text / string as althoughthey are numbers, you would never need to carry out any calculations onthem and in the case of telephone numbers the leading zero is importantand would be omitted if stored as a number. ●Boolean: The simplest data type is a simple yes/no or true/false. Thisis ca lled a Boolean data type. It is named after George Boole whodiscovered the principles behind logic statements. Boolean data typescan be used to store any kind of data where there are two possible values. ●Character: This data type allows you to store an individual character,which might be a letter, number or symbol. All computers have a defined character set, which is the range of characters that it understands. Thiswould commonly be all the upper and lower case letters, plus otherkeyboard characters and any special characters. ●Date/Time: This will store data in a format that is easily identifiable asa date or time, e.g. 30.04.2014 or 12: 30. The program will then handle the data accordingly. For example, if you added 5 to the date, it wouldtell you the date in five days’ time. 30.05.2014 + 5 would become04.06.2015. If you did not declare it as a date you may get the wronganswer, for example 30.05.2019. ●Pointer/Reference: This data type is used to store a value that will point to oreference a location in the memory of the computer. If you think of memoryKEYWORD Data type: determines what sort of data are being stored and how it will be handled by the program.
 KEYWORDInteger: any whole positive or negative number including zero.1 Programming basics 6as a series of pigeon-holes or addresses where instructions and data are stored, the pointer /reference is used in a program to go to a specific address. For example, you could set up a pointer called Pointer1  and put address 1001 in it. The program would then go to memory address 1001 and take the data from it. In the example below it would be the data assigned to Number2 . Other lines of code will then be needed to tell the program what to do with the data it ﬁnds there. Figure 1.2 shows how a pointer is used to reference an item of data.
 Memory address 1000 1001 1003Number1Pointer1 = 1001 Number21002Add Answer Figure 1.2●Array: An arra y is a collection of data items of the same type. For example, if you wanted to store a collection of names in a school register, you could call this Register  and each item of data would be storedas text. Each individual name in the array is called an element . Every element is numbered so that Register(2)  would be the second personin the array, Register(4)  the fourth person and so on. Note that 0 is often used as the ﬁrst element of an array, rather than 1. If this was the case then Register(2)  would actually be the third person in the array,Register(4)  the ﬁfth and so on. Figure 1.3 shows a simple array with six elements. Register(2) =Hussain , Register(4) = Schmidt  (assuming array indexing starts at 1).
 ●Records: This is used to store a collection of related data items, wherethe i tems all have different data types. For example, you might setup a record  called Book , whic h is used to store the title, author name and ISBN of a book. Title and Author  are text whereas thePublicationDate  is set as a Date data type. You could write it like this: Book = RecordTitle, Author As Text * 50 ISBN As Text * 13PublicationDate As DateWhen the program is run, every time data are entered for the book, the user will type in up to 50 characters of text for the title and author and then the ISBN. A variable could now be set up using this record data type and this variable would contain all of this data.
 ●Built-in and user-defined data typesBuilt-in data types are those that are provided with the programminglanguage that you are using. The list of built-in types varies from languageto language, but all will include versions of the types listed above. Most programming languages allow users to make up their own data types,usually by combining existing data types together. These are simply calleduser-defined data types. For example, if you were making a program tostore user names and IDs, you may create a user-defined data type calledLogon  made up of a set number of characters and numbers.Figure 1.3Brown HussainKoening SchmidtTorvillWestKEYWORD Pointer: a data item that identi fies a particular element in a data structure – normally the front or rear.
 KEYWORDSArray: a set of related data items stored under a single identifier. Can work on one or more dimensions.
 Element: an single value within a set or  list – also called a member.
 Record: one line of a text file.BUILT-IN AND USER-DEFINED DATA TYPES7Type Logon    UserName As String * 10   UserID As Integer * 5 End TypeThis code will set a new data type called Logon , which will be made up of a 10-character user name followed by a 5-digit user ID. In total, the data type will have 15 characters/digits to store the data. The reasons for creating user-defined types are mainly to do with efficiency. As you start to write your own programs you will find that they can get very long and complex and that debugging can be very time-consuming. Most programmers try to make their code as organised and efficient as possible as this will save them time as the program develops. For example, it is easier to reuse a block of code rather than have to write it all over again. Most programmers aim to create code that is ‘elegant’. This means that it does exactly what it is supposed to do as efficiently as possible. Often this means writing as few lines of code as possible with no repeated coding. Using a user-defined data type is just one example of where it is possible to be more efficient. With our example of storing Logon  information using a user-defined variable, because all the data are stored in one variable rather than two, when the program needs this information, we only need to access one variable rather than two.
 Practice questions can be found at the end of the section on pages 46 and 47. STUDY / RESEARCH TASKS1 A list of data is also known as a one-dimensional array. Find out what  two- and three-dimensional arrays are and give examples of where you might use each.2 Identify the built-in data types for the main programming language that is used in your school or college.3 Research data types that are speciﬁcally used to store sound and video data. How do they differ from other data types?TASKS1 Give two reasons why it is a good idea to use meaningful variable names. 2 Use examples to explain the difference between a constant and a  variable.3 Why is it important to declare all variables and constants at the  beginning of a program?4 Explain the difference between a value and a variable.
 5 Suggest suitable data types and variable names for: a)the current rate of VATb)today’s date c)the total takings from a shopd)a person’s date of birth e)which wrist a person wears a watch on.KEY POINTS•Programming languages areused to write applications (apps). •An algorithm is a sequenceof instructions that can be followed to complete a task.Algorithms always terminate.
 •Programming code ismade up of algorithms that are implemented within aprogramming language.
 •Instructions are stored inmemory along with the data required by the program.
 •Data are stored and namedaccording to certain conventions.
 •Variables and constants areused to store data and must be declared in some languages.
 •There are several datatypes built in to every programming language andthe programmer can alsodeﬁne their own.
User: Make the following text more clear.
Format it properly.
Do NOT change the meaning of the words or methods used to obtain the answer or anything like that.
This is for AQA A(S)-Level Computer Science. I repeat, do not alter the words as it could have an effect on the marks acquired from the marking scheme.
However, remove any redundant information or USELESS examples that are not needed for a student to know, or simplify unnecessary information (if it has a definition or keywords, it is not unnecessary).
If you can, use different values for the examples.
For things that will not score a mark or are generally useless, for example, "we will cover" or a fun fact, change the wording. This is for AS Level, do not include information about topics that are ONLY A-Level Content (if it says it is)
Link the 'sections' of your answer to the following spec-points (by title):
e.g. "**Topic** (Spec Points: a.b.c. Whatever)
3.1.1.6 Constants and variables in a programming language
Content
Additional information
Be able to explain the differences between a variable and a constant.
Be able to explain the advantages of using named constants.

3.5.1.2 Integers
None

3.1.1.2 Programming concepts
Content
Additional information
Use, understand and know how the following statement types can be combined in programs:
variable declaration
constant declaration
assignment
iteration
selection
subroutine (procedure/function).
The three combining principles (sequence, iteration/repetition and selection/choice) are basic to all imperative programming languages.
Use definite and indefinite iteration, including indefinite iteration with the condition(s) at the start or the end of the iterative structure. A theoretical understanding of condition(s) at either end of an iterative structure is required, regardless of whether they are supported by the language being used.
Use nested selection and nested iteration structures.
Use meaningful identifier names and know why it is important to use them.

3.1.1.1 Data types
Content
Additional information
Understand the concept of a data type.
Understand and use the following appropriately:
integer
real/float
Boolean
character
string
date/time
records (or equivalent)
arrays (or equivalent).
Define and use user-defined data types based on language-defined (built-in) data types.


You MUST make sure they are ALL met. Everything it says on there you should meet.
SOMETIMES the specification does not always mention everything. If you encounter something from the body of text that is not necessarily mentioned on the specification point, still try to include it but condense it. Do not make the notes unecessary or useless.

I already provided the available exam questions you MAY choose to add on to the notes, with 'des' explaining what it's about, and 'fil' meaning the Question ID.
The content, too. Delivered in the form 'fil', JSON
Ignore exam questions that contain 'Skeleton Program'. Do not only put like 2 exam questions, try to put more!
For the exam questions, in the original text, there is a label named 'Tasks'. Those (usually) six questions are NOT the exa questions. The exam questions are the ones that were given in JSON form to you, do NOT do the 'Tasks'. Do the exam questions that contain HTML in JSON!

In the markscheme, a ';' typically means that a mark was gained.
When mentioning exam questions, you *must* answer them, according to the markscheme, scoring full marks. No 'do it yourself'.

Include ALL definitions (KEYWORDS) from the original text I sent in your notes. When I mean all, I mean ALL.

If necessary for scoring marks, try to embed the exam-questions into your notes, sometimes without even referencing the fact that it is an exam question. For example, if an exam question is a definition or benefits, use the answer in your notes.
Remember. DO NOT ADD USELESS STUFF. Your task is to create the MOST EFFICIENT (SHORTEST [for an explanation] BUT STILL SCORES ALL MARKS) possible notes resource, which will score all marks easily, so its wording has to be mostly like that of the exam questions. By any means, if necessary, please include examples and exam questions! At the end you can have a 'try these exam questions' thing.
At the end of your answer, you will give a 'breakdown'/'summary' of each thing you covered which will tell the most concise FULLY MARK-SCORING explanation possible.

In summary, your answer must:

* Be efficient, useful
* For topics in an exam that may require some form of mathematical working, always show an example of a question.
* Be clear – provide clear, step-by-step examples/instructions when needed.
* Follow the entire specification and everything it says.
* Link your section to a spec point. E.g. **Topic** (Spec Points: a.b.c Whatever)
* Score ALL marks.
* Include ALL exam questions S at the end (except ones that contain 'Skeleton Program'), with the same wording as the original ones in the JSONs sent to you – and INCLUDE THE QUESTION CONTENT, AND THE ANSWERS/MARK SCHEME. Only the ones that I provided to you, include Question IDs.
* Remove redundant, unnecessary and useless information that would not be brought up in an exam answer.
* Be helpful to the reader
* Provide the full notes, covering ALL spec-points (and showing the spec-points covered in each section).
* Include ALL definitions (KEYWORDS, usually represented explicitly and specifically in the original text as Keyword: Definition), do not change the wording (unless that definition is an exam question). MAKE ALL THE DEFINITIONS FULL (yet consice, as they can sometimes even be 2 marks). Incorporate the definitons into the notes.
* Include a seperate section named 'Definitions' that covers the keywords and their simplest definition that scores all marks. These are (usually) found in the original text.
* Include a summary at the end (after definitions) that goes through everything you need to score all marks.

At the end of the formatted text, after everything is done, fill out the JSON:
Remove the type clarification.
{
"chapter": (int),
"page": (int),
"chapter_name": (str),
"topics": (list)
}

User: And these are the available exam questions, with 'des' explaining what it's about, and 'fil' meaning the Question ID.
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User: These are the content of said exam questions, these are the ONLY exam questions, you will use these later, delivered in form 'fil', JSON: {'Q20S1B06': {'question': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">This question refers to the constants set at the beginning of the <b>Skeleton Program</b>.</p>\r\n<p class="indent1new">It is a good programming technique to use a named constant rather than the value it represents.</p>\r\n<p class="indent1new m-b-1">State a reason why each of the following are set as constants. Your answers for part (a) and (b) must be different.</p>\r\n<p class="indent1">(a)&emsp;&nbsp;<span class="comp">EMPTY_STRING</span></p>\r\n<p class="indent2new answer-toggle">___________________________________________________________________</p>\r\n<p class="indent2new answer-toggle">___________________________________________________________________</p>\r\n<p class="mark">(1)</p></h5><h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="indent1">(b)&emsp;&nbsp;<span class="comp">MAX_WIDTH</span></p>\r\n<p class="indent2new answer-toggle">___________________________________________________________________</p>\r\n<p class="indent2new answer-toggle">___________________________________________________________________</p>\r\n<p class="mark">(1)</p>\r\n<p class="mark">(Total 2 marks)</p></h5>', 'markscheme': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="questiona">(a)&emsp;&nbsp;<b>Mark is for AO1 (understand)</b> </p>\r\n<p class="indent2new indentright">It is easier to read / understand / more descriptive (the identifier) than &quot;&quot;;</p>\r\n<p class="indent2new indentright m-t-0">It will never change // a change in value would invalidate the name EMPTY_STRING, <b>R.</b> the value never changes <u>in this program;</u></p>\r\n<p class="indent2new indentright m-t-0">If there was a requirement to change the representation of the empty string it would only need to be changed in one place;</p>\r\n<p class="indent2new indentright m-t-0">The value cannot be accidentally changed elsewhere in the code (<b>Do NOT accept</b> for Python);</p>\r\n<p class="indent2new indentright"><b>A.</b> since the name is uppercase this tells the programmer not to alter it. (Python only)</p>\r\n<p class="indent2new indentright"><b>Max 1</b></p>\r\n<p class="levelms">1</p></h5><h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="indent1 indentright">(b)&emsp;&nbsp;<b>Mark is for AO1 (understand)</b> </p>\r\n<p class="indent2new indentright">(These are the maximum dimensions and) may be changed easily if the program requirements change // a change would only need to be made in one place; It is easier to read/understand than the actual values;</p>\r\n<p class="indent2new indentright m-t-0">The value cannot be accidentally changed elsewhere in the code (<b>Do NOT accept</b> for Python);</p>\r\n<p class="indent2new indentright"><b>A.</b> since the name is uppercase this tells the programmer not to alter it. (Python only)</p>\r\n<p class="indent2new indentright m-t-0"><b>R.</b> if answer is the same as <b>(a)</b></p>\r\n<p class="indent2new indentright"><b>Max 1</b></p>\r\n<p class="levelms">1</p>\r\n<p class="mark">[2]</p></h5>', 'examinerreport': '', 'notes': '', 'resources': ''}, 'QS00A205': {'question': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">Using a High Level Language with which you are familiar, give <b>one</b> example of <b>each of </b>the following.</p>  \r<p class="indent1new">(a)&nbsp;&nbsp;&nbsp;&nbsp; Data assignment<span class="answer-toggle">____________________________________________________</span></p>  \r<p class="indent2new answer-toggle">__________________________________________________________________</p>  \r<p class="indent1new">&nbsp;(b)&nbsp;&nbsp;&nbsp; Selection (Conditional step)<span class="answer-toggle">____________________________________________</span></p>  \r<p class="indent2new answer-toggle">__________________________________________________________________</p>  \r<p class="indent1new">&nbsp;(c)&nbsp;&nbsp;&nbsp; Repetition (Iteration)<span class="answer-toggle">_________________________________________________</span></p>  \r<p class="indent2new answer-toggle">__________________________________________________________________</p>  \r<p class="mark">(Total 3 marks)</p></h5>', 'markscheme': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">Statements must be sufficient to demonstrate general principle e.g.</p>  \r<p class="indent1 indentright">(a)&nbsp;&nbsp;&nbsp;&nbsp; X: =Y+Z;</p>  \r<p class="levelms">1</p>  \r<p class="indent1 indentright">(b)&nbsp;&nbsp;&nbsp;&nbsp; IF X&gt;l0 THEN PRINT “GOOD”../CASE OF / SWITCH;</p>  \r<p class="levelms">1</p>  \r<p class="indent1 indentright">(b)&nbsp;&nbsp;&nbsp;&nbsp; WHILE X&lt;10 DO.X=X+1../REPEAT...UNTIL X=l0/FOr X=l TO 10 DO;</p>  \r<p class="levelms">1</p>  \r<p class="indent1new indentright"><i>1 mark for each example</i></p>  \r<p class="indent1new indentright m-t-0"><i>Max 3</i></p>\r<p class="mark">[3]</p></h5>', 'examinerreport': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">This question required candidates to give actual examples of programming statements from a high level language with which they were familiar. In too many cases, three easy marks were lost by those candidates who did not read the question and either described the statement or wrote, for example,<br> IF..... . .THEN. . .ELSE”.</p></h5>', 'notes': '', 'resources': ''}, 'Q22S1B09P1': {'question': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">Explain the differences between definite and indefinite iteration.</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="mark">(Total 2 marks)</p></h5>', 'markscheme': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question"><b>2 marks for AO1 (understand)</b></p>\r\n<p class="indent1new indentright">Definite iteration: the number of iterations is known (at the time of execution);</p>\r\n<p class="indent1new indentright m-t-0">Indefinite iteration: the number of iterations depends on a condition (that is tested before / after each iteration);</p>\r\n<p class="indent1new indentright"><b>NE.</b> indefinite iteration: number of iterations not known</p>\r\n<p class="mark">[2]</p></h5>', 'examinerreport': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">Many students failed to secure full marks in this question, with responses that were insufficiently specific rather than incorrect. The most common way in which a mark was dropped was to correctly define definite iteration, and then to present indefinite iteration as the opposite of definite iteration. Where a mark is available for providing a definition, a standalone definition should be provided.</p></h5>', 'notes': '', 'resources': ''}, 'Q22S1B09P2': {'question': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">State the identifier of a subroutine in the <b>Skeleton Program</b> that contains <b>definite</b> iteration.</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="mark">(Total 1 mark)</p></h5>', 'markscheme': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question"><b>Mark is for AO2 (analyse)</b></p>\r\n<p class="indent1new indentright comp-top">ResetDataStructures / LoadSolution / ResetAnswer / TransferAnswerIntoGrid / DisplayGrid / KeepPuzzle / CheckSolution / DisplayResults;</p>\r\n<p class="indent1new indentright"><b>R.</b> if any additional code</p>\r\n<p class="indent1new indentright m-t-0"><b>R.</b> if spelt incorrectly</p>\r\n<p class="indent1new indentright m-t-0"><b>I</b> case and spacing</p>\r\n<p class="mark">[1]</p></h5>', 'examinerreport': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">This question required students to identify subroutines that contained examples of definite and indefinite iteration. The majority of students secured this mark.</p></h5>', 'notes': '', 'resources': ''}, 'Q22S1B05': {'question': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">State the identifier <b>and</b> data type of a variable in the <b>Skeleton Program</b> that can only represent two different values.</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="mark">(Total 2 marks)</p></h5>', 'markscheme': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question"><b>1 mark for AO1 (knowledge) and 1 mark for AO2 (analyse)</b></p>\r\n<p class="indent1new indentright">Identifier (AO2): <span class="comp-top">OK / InputError / Finished / Solved / Correct / Incomplete;</span></p>\r\n<p class="indent1new indentright m-t-0">Data type (AO1): <span class="comp">Boolean / bool;</span></p>\r\n<p class="indent1new indentright"><b>R.</b> if any additional code</p>\r\n<p class="indent1new indentright m-t-0"><b>R.</b> if spelt incorrectly</p>\r\n<p class="indent1new indentright m-t-0"><b>I.</b> case and spacing</p>\r\n<p class="mark">[2]</p></h5>', 'examinerreport': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">The majority of students gained both marks.</p></h5>', 'notes': '', 'resources': ''}, 'Q22S1B04P2': {'question': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">State the identifier of a variable in the <b>Skeleton Program</b> that can only represent whole numbers.</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="indent1new answer-toggle">_______________________________________________________________________</p>\r\n<p class="mark">(Total 1 mark)</p></h5>', 'markscheme': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question"><b>Mark is for AO2 (analyse)</b> </p>\r\n<p class="indent1new indentright comp-top">Line / Row / Column / ErrorCount / ResponseNumber;</p>\r\n<p class="indent1new indentright"><b>A.</b> <span class="comp">GRID_SIZE</span> (Python only)</p>\r\n<p class="indent1new indentright m-t-0"><b>R.</b> <span class="comp">Digit</span></p>\r\n<p class="indent1new indentright m-t-0"><b>R.</b> if any additional code</p>\r\n<p class="indent1new indentright m-t-0"><b>R.</b> if spelt incorrectly</p>\r\n<p class="indent1new indentright m-t-0"><b>I.</b> case and spacing</p>\r\n<p class="mark">[1]</p></h5>', 'examinerreport': '<h5 class=\'contentSeparator\' style=\'page-break-inside: avoid;\'><div class=\'qnumber-hidden\'></div><p class="question">The majority of students gained both marks.</p></h5>', 'notes': '', 'resources': ''}}
User: Now, the user will ask questions after this message. Use everything I gave you and the knowledge you have acquired, and from the notes you made, to answer their question in a very concise way that WILL score ALL marks. Just like the notes. For this, your answer will not have the same structure as the revision notes. Think of it as answering an exam question: short, consice, useful, scores ALL marks. Just like the exam questions provided to you, you will not leave your response in a 'notes' manner. You are just answering an exam question: which means it has to be very short unless explicitly specified by the user that it must be long and detailed. So, keep it short, concise, and only a couple of sentences that score ALL marks. Remember, it is an A-Level exam question and you will style it as such: incredibly concise sentences (essentially like bullet points but without the bullet points) that score marks. Most sentences won't even have commas, this does not mean you can't use them. Also do not repeat the question in your answer, just do it. Score all marks, assume how many marks there are based on the question if it is not provided to you. Imagine that for every sentence you make, you score a mark (for simpler questions), for high (>5 mark) questions that may differ.
In summary, you must:
* Answer very concisely. Kind of like bullet points but as a short para. Most of the time, a sentence, or point, will be a mark.
* Do not repeat the question at the start.
* Don't over-do your answer. Please. 1 mark (e.g., usually, 'What' questions) is like one very short sentence usually. Remember the summary from the notes? Your answer will essentially be like that for most questions but a bit (a bit!) more developed. Remember, this is just A-Levels. Use some of the exam questions that I provided as an example of how you should model your answers.
* When you're listing examples, don't list every example in the universe.
* Score all marks. Be helpful.
User: Write the notes you made
Assistant: ### 3.1.1.2 Programming Concepts
**Topic** (Spec Points: 3.1.1.2)

**Introduction:**
- A computer program is a list of instructions for a computer to perform a specific task. These instructions, stored with necessary data, are written in a programming language. Programming languages have syntax rules determining instruction construction. Variables and constants are used to store data values.

**Programming Concepts:**
- **Algorithm:** A sequence of steps to complete a task. Algorithms terminate after execution.
- **Syntax:** Rules for constructing valid program instructions using the vocabulary of a programming language.
- **Variable Declaration:** Allocates storage in memory for data values that can change.
- **Constant Declaration:** Specifies data values that remain unchanged.
- **Assignment:** Process of setting a value for a variable or constant.

**Iteration and Selection:**
- **Definite Iteration:** Number of loops known before execution.
- **Indefinite Iteration:** Condition controls loops, and the count is not predetermined.
- **Selection:** Uses conditional statements like `if/else` to execute different code sections based on conditions.

**Example Statements:**
- **Assignment:** `X = Y + Z`
- **Selection:** `IF X > 10 THEN PRINT "GOOD"`
- **Iteration:** `WHILE X < 10 DO X = X + 1`

### 3.1.1.1 Data Types

**Data Types:**
- **Integer:** Whole numbers (positive, negative, zero). Used for countable items.
- **Real/Float:** Numbers with fractional parts. Used for measurements like weight.
- **Boolean:** Two-state values (True/False). Used for conditional flags.
- **Character:** Single letters, numbers, or symbols. Used for individual character storage.
- **String:** Sequence of characters. Used for names or text data.
- **Date/Time:** Stores date and time data, enabling arithmetic operations on dates.
- **Pointer/Reference:** Memory address reference to data or locations—commonly for dynamic data structures.
- **Array:** Collection of elements of the same type. For storing fixed-size sequential data.
- **Record:** Collection of fields, each with possibly different data types (e.g., a student's record with name, ID).
- **User-defined Data Types:** Custom data types created by combining built-in types for efficiency and organization.

### 3.1.1.6 Constants and Variables in a Programming Language

**Constants and Variables:**
- **Constant:** Data value that doesn't change during execution. Example: `PI` for storing 3.14159.
- **Variable:** Data value that can change during execution. Example: `UserScore` initialized to 0 and updates based on user actions.
  
**Advantages of Using Constants:**
- Easier code understanding, only one place to change if needed.
- Prevents accidental value change.

**Declaration:**
- Declaration involves assigning a name and data type to a constant or variable. This is crucial for planning and error-checking.

### Exam Questions
1. **Q20S1B06:**
   - **(a)** EMPTY_STRING as constant for readability and centralized value modification.
   - **(b)** MAX_WIDTH for readability, size flexibility, and single-point modification.

2. **QS00A205:**
   - **(a)** Assignment: `X := Y + Z`
   - **(b)** Selection: `IF X > 10 THEN PRINT "GOOD"`
   - **(c)** Iteration: `WHILE X < 10 DO X = X + 1`

3. **Q22S1B09P1:**
   - Definite iteration: Known iteration count. Indefinite iteration relies on loop conditions.

4. **Q22S1B04P2:**
   - Variable identifier for whole numbers: `Line`, `Row`, `Column`.

5. **Q22S1B05:**
   - Boolean variable and identifier: `OK` with data type Boolean.

### Definitions
- **Algorithm:** Step sequence to complete a task, always terminates.
- **Syntax:** Language rules for word use.
- **Assignment:** Giving a value to a variable/constant.
- **Memory Address:** Specific memory location for instructions/data.
- **Constant:** Data value fixed during program execution.
- **Variable:** Data value potentially changeable during execution.
- **Debug:** Error discovery and fix.
- **Declaration:** Defining variables/constants by name and data type.
- **Integer:** Whole positive/negative number, including zero.
- **Pointer:** Data item identifying a data structure's element.
- **Array:** Related data set under a single identifier.
- **Element:** Single value in a set or list.
- **Record:** Text file line.

### Summary
- **Programming concepts** include algorithms, variables, constants, iteration, and selection.
- **Data types** determine how data is handled—common types include integer, real/float, Boolean, string, date/time, array, and record.
- **Constants** offer significant advantages in readability and maintenance over literals.
- Use **iteration** and **selection** to effectively manage flow and execution in programs.
- Declaring variables and constants helps maintain organized and efficient coding practices.

### JSON
```json
{
  "chapter": 2,
  "page": 1,
  "chapter_name": "Programming basics",
  "topics": [
    "3.1.1.6 Constants and variables in a programming language",
    "3.5.1.2 Integers",
    "3.1.1.2 Programming concepts",
    "3.1.1.1 Data types"
  ]
}
```
User: Now write it in condensed bullet-points but still score marks. Also include all exam questions you were given and their answers
Assistant: ### Bullet-Point Notes

#### 3.1.1.2 Programming Concepts
- **Algorithm**: Steps to complete a task; they always terminate.
- **Syntax**: Rules for structuring language instructions.
- **Variable Declaration**: Allocates memory for data items that change.
- **Constant Declaration**: Specifies non-changing data items.
- **Assignment**: Process of setting a variable or constant's value.
- **Iteration**:
  - **Definite**: Known loop count beforehand.
  - **Indefinite**: Loop count based on runtime conditions.
- **Selection**: Executes code sections based on conditions (e.g., `IF/ELSE`).

#### 3.1.1.1 Data Types
- **Integer**: Whole numbers (e.g. 0, -5).
- **Real/Float**: Numbers with decimals (e.g. 3.14).
- **Boolean**: True/False values.
- **Character**: Single letters/numbers.
- **String**: Sequence of characters.
- **Date/Time**: Data regarding dates/time.
- **Pointer/Reference**: Refers to a data location in memory.
- **Array**: Collection of same-type data elements.
- **Record**: Mixed data type collection (e.g. a contact entry).
- **User-defined Data Type**: Custom data types enhancing code efficiency.

#### 3.1.1.6 Constants and Variables in a Programming Language
- **Constant**: Fixed value throughout a program (e.g. `PI`).
- **Variable**: Value may change during program execution (e.g. `UserScore`).
- **Advantages of Constants**:
  - Improves readability.
  - Single-point update for changes.
- **Declaration**: Naming and typing constants/variables for error-checking.

### Exam Questions & Answers

1. **Q20S1B06**:
   - **(a)** EMPTY_STRING: Readability/improved understanding.
   - **(b)** MAX_WIDTH: Single-point change simplifies updates.

2. **QS00A205**:
   - **(a)** Assignment: `X := Y + Z`
   - **(b)** Selection: `IF X > 10 THEN PRINT "GOOD"`
   - **(c)** Iteration: `WHILE X < 10 DO X = X + 1`

3. **Q22S1B09P1**:
   - Definite iteration: Known execution count.
   - Indefinite iteration: Condition-dependent loop count.

4. **Q22S1B09P2**:
   - Subroutine with definite iteration: Examples are `ResetDataStructures`, `LoadSolution`.

5. **Q22S1B04P2**:
   - Variable identifier for whole numbers: Options like `Line`, `Row`, `Column`.

6. **Q22S1B05**:
   - Boolean variable and identifier: Examples include `OK`, `InputError` with Boolean type.
User: still include a basic summary that scores all marks, this should be structured as if you are answering an exam question: short, concise, but gets the marks
Assistant: **Summary:**

- A computer program is a list of instructions using algorithms, following defined syntax rules in a programming language.
- Constants maintain fixed values, improving readability and ease of update, while variables hold changeable data during execution.
- In programming, data types influence how data is stored and managed: integers, real/float, Boolean, character, string, date/time, arrays, and records are common.
- Iteration structures include definite (known loop count) and indefinite (condition-based loop count). Selection uses conditions for decision making.
- Declaring variables and constants by name and data type helps in planning and debugging.
- Use named constants for single-point updates and protecting values from accidental changes in code.
User: You call those bullet points? I mean like * and - very basic no need for coplex english basic sentences
Assistant: