Lesson T2.3.2

T2.3.2 Designing and developing modular programs Quiz: KS3 Computing, Unit 2

20 questions

In partnership with Revision Ninja

Lesson T2.3.2, Designing and developing modular programs: 20 multiple choice questions for the KS3 Computing (National Curriculum), Unit 2: Programming, written with Revision Ninja.

Host it live on the board and students join with a game code on their own devices, or revise alone with Free Play. The answers are revealed in the game.

Host this setFree Play

The 20 questions

  1. What does modular design mean?

    • Writing all the code in one long file with no structure
    • Splitting a program into separate parts, each with a clear job
    • Removing every procedure and function from the code
    • Designing the program so it can only run on one device
  2. Why is it helpful to test each module separately?

    • Each module must be tested with a different computer
    • Modules cannot be tested unless the program is printed
    • A fault is easier to find when only one part is tested at a time
    • Testing modules separately means the whole program never needs testing
  3. A team designs a quiz program. Which part is a sensible module?

    • The colour of the title text on the screen
    • The name of the file on the teacher's desktop
    • A single variable named x
    • A function that checks whether an answer is correct
  4. What is an advantage of modular design for a team?

    • Different people can work on different modules at the same time
    • Team members must all write exactly the same code so it stays consistent
    • Modules stop the team from sharing any work between members of the group
    • Only one person can ever work on the program because it is a single file
  5. A module is changed to fix a bug. What is a benefit of modular design here?

    • Every module must be rewritten from scratch
    • Other modules can often stay unchanged
    • The whole program must be deleted and retyped
    • The bug is copied into every other module
  6. What is an interface between two modules?

    • A copy of one module stored inside another so they can share code
    • The memory address of the first module stored in the computer
    • The colour used to draw the modules on the screen during testing
    • The agreed inputs and outputs that let them work together
  7. Why should a module be designed to do one job?

    • So that it can only be used by one program
    • So that it can do many unrelated tasks at once
    • So that it never needs any input data
    • So that it is easier to understand, test and reuse
  8. A program is split into a login module, a scoring module and a display module. What is this an example of?

    • Modular design
    • A spreadsheet with formulas
    • A single long list of numbers
    • A block of text in a word processor
  9. What should a programmer do before writing the modules of a program?

    • Plan how the program will be divided and how the parts will connect
    • Choose the colour of the program's icon and the font for its menus
    • Delete all the variables from the design so the plan stays simple
    • Write the final printed manual for users before any code is written
  10. Which is a risk of having no modular structure in a large program?

    • Programmers can reuse code without any effort
    • A change in one place can break many other parts
    • Errors are always found immediately
    • Each part becomes easy to test separately
  11. What is reusability in modular programming?

    • Copying the same code many times into one file so it is easy to find
    • Deleting a module after it has been used once so that space is saved
    • Using the same module in different programs or parts of a program
    • Storing modules on paper rather than a computer so they are never lost
  12. A module is tested alone and works. It is then joined to another module and fails. What is the most likely cause?

    • The first module has become a list of numbers
    • The interface between the two modules does not match
    • The computer has run out of colour
    • The module was named with a capital letter
  13. Why should modules be well named and clearly documented?

    • So that the computer runs them faster by reading the names first
    • So that other people can understand and use them correctly
    • So that they never need to be tested once they have been written
    • So that they can store more data in memory while the program runs
  14. Which is a good way to divide a game into modules?

    • Movement, scoring and the display of the screen as separate parts
    • A module for each letter of the alphabet used in the game's text
    • A module for every individual pixel on the screen, so each is controlled
    • One module containing every line of the game, so nothing is split up
  15. A programmer copies the same block of code into five places. What modular approach would improve this?

    • Leave the copies in place to make the program longer
    • Put the code in one procedure and call it five times
    • Delete four of the copies and leave the program broken
    • Change the colour of each copy so they look different
  16. What is a benefit of testing a module with a set of known inputs and expected outputs?

    • It makes the module run faster on every computer
    • It removes the need to test the rest of the program
    • It shows whether the module gives the correct results
    • It proves the module will never fail in any situation
  17. A program is designed in modules, but the modules keep needing to share one global variable. What is the better design?

    • Store the variable in a picture instead
    • Pass the values each module needs as parameters
    • Make every variable global so that all modules can change it
    • Remove all the modules and write one long program
  18. Why is it useful to draw a diagram of a program's modules before coding?

    • It replaces the need for any testing afterwards
    • It makes the program run without any code being written
    • It shows how the parts connect and helps spot problems early
    • It stores the final output of the program
  19. Which description best matches designing and developing a modular program?

    • Build one module and never test it until the program is finished
    • Plan the parts, build and test each one, then join them together
    • Write all the code first and only think about structure at the end
    • Avoid planning so that the program can change at any time
  20. Which is a common way to share a module between two programs?

    • Delete the module from both programs
    • Copy the whole program onto a printer
    • Rename every variable to the same name
    • Import it from a shared file

All KS3 Computing quizzes