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ICS (Intermediate in Computer Science) Computer Science (Part II) Syllabus

The Computer Science (Part II) syllabus for ICS (Intermediate in Computer Science) in full: 12 chapters and 49 topics, every one listed below, plus 50 Computer Science (Part II) flashcards with answers.

12Chapters
49Topics
50Flashcards

Computer Science (Part II) syllabus: all 12 chapters

Expand any chapter to see its topics and sub-topics.

  1. Introduction to Programming

    4 topics
    • Programming Languages and Levels
    • Translators
    • Program Development Cycle
    • Structured Programming Concepts
  2. Beginning Problem Solving

    4 topics
    • Problem Analysis and Definition
    • Algorithms
    • Flowcharts
    • Pseudocode
  3. Introduction to C

    5 topics
    • Structure of a C/C++ Program
    • Data Types and Constants
    • Variables and Identifiers
    • Input and Output Statements
    • Operators and Expressions
  4. Input / Output

    3 topics
    • Stream Input and Output
    • Formatted Output
    • Escape Sequences and Manipulators
  5. Decision Constructs

    4 topics
    • Relational and Logical Operators
    • The if and if-else Statements
    • Nested if and else-if Ladder
    • The switch Statement
  6. Loop Constructs

    5 topics
    • The while Loop
    • The do-while Loop
    • The for Loop
    • Nested Loops
    • break and continue Statements
  7. Functions

    4 topics
    • Built-in and User-Defined Functions
    • Function Declaration and Definition
    • Parameters and Return Values
    • Scope of Variables
  8. Arrays

    4 topics
    • Single Dimensional Arrays
    • Array Operations and Traversal
    • Two Dimensional Arrays
    • Arrays and Functions
  9. Pointers

    4 topics
    • Pointer Variables and the Address Operator
    • Pointers and Arrays
    • Pointers and Functions
    • Dynamic Memory Allocation
  10. File Handling

    4 topics
    • File Streams and Operations
    • Reading from and Writing to Files
    • Text and Binary Files
    • Sequential File Access
  11. Data Structures and Algorithms

    4 topics
    • Introduction to Data Structures
    • Stacks and Queues
    • Searching Algorithms
    • Sorting Algorithms
  12. Database Management Systems

    4 topics
    • Concepts of Database and DBMS
    • Database Models
    • Tables, Records and Fields
    • Queries and Reports

ICS (Intermediate in Computer Science) Computer Science (Part II) flashcards — 50 questions with answers

  1. What is a programming language?

    A set of words, symbols, and codes (with grammar rules) used to write computer programs that instruct a computer to perform tasks.

  2. Name the two broad levels of programming languages.

    Low-level languages and high-level languages.

  3. What are the two types of low-level languages?

    Machine language and assembly language.

  4. What is machine language?

    The only language a computer understands directly, written in binary (0s and 1s); it is machine-dependent and the first-generation language.

  5. What is assembly language and what does it use instead of binary?

    A low-level language that uses symbolic codes called mnemonics (e.g., ADD, SUB, MOV) instead of binary; it is the second-generation language.

  6. What is a mnemonic in assembly language?

    A short, easy-to-remember symbolic abbreviation that represents a machine operation (e.g., ADD for addition, MOV for move).

  7. What is a high-level language?

    A machine-independent, English-like programming language (e.g., C, C++, Java) that is easy to write, read, and debug, and must be translated before execution.

  8. Give two advantages of high-level languages over low-level languages.

    They are machine-independent (portable) and easier to learn, write, read, and debug (English-like syntax).

  9. What is a translator in programming?

    A system software that converts a program written in one language (usually source code) into machine language (object code).

  10. Name the three main types of language translators.

    Assembler, compiler, and interpreter.

  11. What does an assembler do?

    It translates an assembly-language program into machine language (object code).

  12. What does a compiler do?

    It translates the entire high-level source program into machine code (object code) at once, before execution.

  13. What does an interpreter do?

    It translates and executes a high-level program one statement (line) at a time.

  14. State one key difference between a compiler and an interpreter.

    A compiler translates the whole program at once and is faster in execution; an interpreter translates line by line and is slower but easier for debugging.

  15. What is source code?

    The program written by a programmer in a high-level or assembly language before translation.

  16. What is object code?

    The machine-language code produced by a translator (compiler/assembler) from the source code.

  17. What is the Program Development Cycle?

    The step-by-step process used to develop a program: analyze the problem, design the algorithm, code, compile/test, debug, and document/maintain.

  18. List the main steps of the program development cycle in order.

    1) Problem analysis/definition, 2) Algorithm design, 3) Coding, 4) Compilation, 5) Testing and debugging, 6) Documentation and maintenance.

  19. What is debugging?

    The process of finding and removing errors (bugs) from a program.

  20. Name the three main types of programming errors.

    Syntax errors, logical errors, and run-time errors.

Show the other 30 Computer Science (Part II) flashcards
  1. What is a syntax error?

    An error caused by violating the grammar (rules) of the programming language; it is detected by the compiler.

  2. What is a logical error?

    An error in the program's logic that produces incorrect results even though the program runs; not detected by the compiler.

  3. What is a run-time error?

    An error that occurs during program execution (e.g., division by zero), causing the program to crash or behave abnormally.

  4. What is structured programming?

    A programming technique that builds programs using a clear, top-down design with only sequence, selection, and iteration control structures, avoiding the GOTO statement.

  5. Name the three basic control structures of structured programming.

    Sequence, selection (decision), and iteration (loop/repetition).

  6. What is the sequence control structure?

    Statements executed one after another in the order they are written.

  7. What is the selection control structure?

    A structure that chooses between alternative paths based on a condition (e.g., if, if-else, switch).

  8. What is the iteration (loop) control structure?

    A structure that repeats a block of statements while a condition is true (e.g., for, while, do-while).

  9. What is problem analysis in program development?

    Studying and understanding the problem to determine its inputs, required outputs, and the processing needed to get from input to output (IPO).

  10. What three components are identified during problem definition (IPO)?

    Input (given data), Process (steps/computation), and Output (required results).

  11. What is an algorithm?

    A finite, step-by-step set of well-defined instructions to solve a problem or perform a task.

  12. List three essential properties of a good algorithm.

    It must be finite (terminate), have clearly defined (unambiguous) steps, and accept input and produce correct output.

  13. What two common tools are used to represent an algorithm?

    Flowcharts and pseudocode.

  14. What is a flowchart?

    A graphical (pictorial) representation of an algorithm using standard symbols connected by arrows to show the flow of control.

  15. Which flowchart symbol represents Start/Stop (terminal)?

    The oval (rounded/ellipse) symbol.

  16. Which flowchart symbol represents input/output?

    The parallelogram.

  17. Which flowchart symbol represents a process (calculation/assignment)?

    The rectangle.

  18. Which flowchart symbol represents a decision?

    The diamond (rhombus).

  19. What does an arrow (flow line) represent in a flowchart?

    The direction and flow of control from one step to the next.

  20. What is pseudocode?

    An informal, English-like description of an algorithm's steps that is not bound by any programming language's syntax.

  21. State one advantage of pseudocode over a flowchart.

    Pseudocode is easier and quicker to write and modify, and translates more directly into actual program code.

  22. What are the basic sections of a C/C++ program?

    Preprocessor directives (header files), the main() function, declarations, statements, and (optionally) user-defined functions.

  23. What is the purpose of #include <iostream> in a C++ program?

    It is a preprocessor directive that includes the input/output stream header file needed for cin and cout.

  24. What is the role of the main() function in a C/C++ program?

    It is the entry point where program execution begins; every C/C++ program must have exactly one main() function.

  25. What is a data type?

    A classification that specifies the kind of data a variable can hold and the operations that can be performed on it.

  26. Name four fundamental (built-in) data types in C/C++.

    int (integer), float (real number), char (character), and double (double-precision real).

  27. What is a constant in a program?

    A fixed value that does not change during program execution (e.g., 100, 3.14, 'A').

  28. What is a variable?

    A named memory location whose value can change during program execution.

  29. What is an identifier, and state one rule for naming it.

    An identifier is a name given to a variable, function, or constant. Rule: it must begin with a letter or underscore and cannot be a keyword.

  30. Which statements are used for input and output in C++ (and which operators do they use)?

    cin (with the extraction operator >>) for input and cout (with the insertion operator <<) for output.

ICS (Intermediate in Computer Science) Computer Science (Part II) FAQ

What is in the ICS (Intermediate in Computer Science) Computer Science (Part II) syllabus?

ICS (Intermediate in Computer Science) Computer Science (Part II) is split into 12 chapters: Introduction to Programming, Beginning Problem Solving, Introduction to C, Input / Output, Decision Constructs, Loop Constructs, Functions, Arrays, Pointers, File Handling, Data Structures and Algorithms and Database Management Systems. Together they contain 49 topics.

How many chapters are in ICS (Intermediate in Computer Science) Computer Science (Part II)?

12 chapters, containing 49 topics. The largest chapter is Introduction to C, with 5 topics.

Are there flashcards for ICS (Intermediate in Computer Science) Computer Science (Part II)?

Yes — a 50-card Computer Science (Part II) deck, printed in full in the flashcards section of this page and available in the Examius app with spaced repetition. The free plan covers one exam of your choice, including its flashcards; Examius Pro, a one-time purchase, unlocks every other exam and deck.