(a) An algorithm will: 1. input an integer value 2. jump to step 6 if the value is zero 3. sum and count the positive values 4. sum and count the negative values 5. repeat from step 1 6. output the two sum values and the two count values. Draw a program flowchart on the following page to represent the algorithm. Note that variable declarations are not required in program flowcharts.
- (a)An algorithm will: 1. input an integer value 2. jump to step 6 if the value is zero 3. sum and count the positive values 4. sum and count the negative values 5. repeat from step 1 6. output the two sum values and the two count values. Draw a program flowchart on the following page to represent the algorithm. Note that variable declarations are not required in program flowcharts.[5]
- (b)(i)A software company is working on a project to develop a website for a school. The school principal has some ideas about the appearance of the website but is unclear about all the details of the solution. The principal would like to see an initial version of the website. Identify a life cycle method that would be appropriate in this case. Give a reason for your choice. Life cycle method Reason[2]
- (b)(ii)The website project has progressed to the design stage. State three activities that will take place during the design stage of the program development life cycle. 1 2 3[3]
This question uses a diagram from the original paper, which isn't shown here. Open the full paper from the past papers archive to see it.
Mark scheme
Marking points from the official mark scheme (Oct/Nov 2021). The mark or mark type is shown in brackets.
- [1] Start/End
- [1] Initialise counts/totals to 0
- [1] Input NextNum
- [1] Loop / (Is NextNum = 0?) YES -> End (with Output)
- [1] (Is NextNum > 0?) YES -> Increment PosCount, Set PosTotal
- [1] (Is NextNum > 0?) NO -> Increment NegCount, Set NegTotal
- [1] Output PosCount, NegCount
- [1] Output PosTotal, NegTotal
- [1] Life cycle method: Iterative // Rapid Application Development (RAD)
- [1] Reason: Provides a working model / prototype at an early stage for the principal to approve / review
- [1] Data structures
- [1] Algorithms / flowcharts / pseudocode
- [1] Program structure (modules) / use of library routines / module - team allocation
- [1] User interface // Web-page layout / content (for given scenario)
- [1] Testing method / plan
- [1] Choice of programming language / program environment
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