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Programming

Programming is the process of writing instructions that a computer can follow to solve a problem. AQA GCSE Computer Science covers programming using a high-level language (typically Python) alongside AQA pseudocode. This section spans all the core concepts you need to write and understand programs.

What this section covers

Data types (CS2.1)

Every value in a program has a data type — integer, real (float), Boolean, character or string. Choosing the right type ensures data is stored correctly and operations work as expected.

Programming concepts (CS2.2)

The building blocks of every program:

  • Variables and constants — named storage locations for values
  • Sequence — instructions execute one after another
  • Selection (IF/ELIF/ELSE) — different paths based on a condition
  • Iteration (WHILE / FOR) — repeating a block of code

Arithmetic and relational operations (CS2.3, CS2.4)

Programs compute using arithmetic (+, -, *, /, DIV, MOD, ^) and compare values using relational operators (=, , <, >). Boolean operators (AND, OR, NOT) combine conditions.

Data structures (CS2.5)

Arrays (1D and 2D) store multiple values of the same type. Records group related fields. Choosing the right structure simplifies code.

Input, output and file handling (CS2.6)

Programs interact with users through input and output, and persist data by reading from and writing to text files.

String handling (CS2.7)

Common string operations: finding length, extracting substrings, concatenation, changing case, converting to/from ASCII values.

Random numbers (CS2.8)

RANDOM() generates pseudo-random numbers — important for games, simulations and testing.

Subroutines (CS2.9)

Procedures and functions group reusable code. Functions return values; procedures do not. Parameters pass data in; local variables are hidden from the rest of the program.

Structured programming (CS2.10)

Top-down design, decomposition, modularity and abstraction make large programs manageable.

Robust and secure programming (CS2.11)

Validation (range, type, length, presence checks), authentication and defensive programming protect against bad input and misuse.

Languages and translators (CS2.12)

High-level languages are readable and portable; low-level languages give direct hardware control. Assemblers, compilers and interpreters translate code into machine-executable form.

The programming mindset

Good programmers:

  1. Understand the problem before writing any code
  2. Design an algorithm (pseudocode or flowchart)
  3. Implement in a chosen language
  4. Test with normal, boundary and erroneous data
  5. Debug and iterate until correct

Every topic in this section builds towards writing programs that are correct, readable and robust.

AI-generated · claude-opus-4-7 · v3-deep-computer-science

Practice questions

Try each before peeking at the worked solution.

  1. Question 13 marks

    Programming concepts overview

    Name the three programming constructs that control the flow of execution in a program.

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    AI-generated · claude-opus-4-7 · v3-deep-computer-science

  2. Question 23 marks

    Choosing a data type

    State an appropriate data type for each of the following: (a) a student's name, (b) whether a light is on or off, (c) the price of a book.

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    AI-generated · claude-opus-4-7 · v3-deep-computer-science

  3. Question 34 marks

    Variable vs constant

    Explain the difference between a variable and a constant, giving an example of each.

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    AI-generated · claude-opus-4-7 · v3-deep-computer-science

  4. Question 42 marks

    Why use subroutines?

    Give two reasons why a programmer would break a large program into subroutines.

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    AI-generated · claude-opus-4-7 · v3-deep-computer-science

  5. Question 52 marks

    High-level vs low-level

    Give one advantage and one disadvantage of using a high-level language compared with a low-level language.

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    AI-generated · claude-opus-4-7 · v3-deep-computer-science

Flashcards

CS2 — Programming

10-card SR deck for AQA GCSE Computer Science topic CS2

10 cards · spaced repetition (SM-2)