Test your basic knowledge |

Programming Logic And Design

Subject : it-skills
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. The process of breaking down a program into modules.






2. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.






3. All the text - numbers - and other information processed by computer.






4. One that represents only one of two states - usually expressed as true or false.






5. The documentation that is outside a coded program.






6. Hold the steps you take at the end of the program to finish the application.






7. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.






8. A measure of the degree to which all the module statements contribute to the same task.






9. Occurs when a correct word is used in an incorrect context.






10. The feature of modular programs that assures you a module has been tested and proven to function correctly.






11. The snarled - unstructured program logic.






12. The used at each end of a flowchart. Its shape is a lozenge.






13. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.






14. The act of assigning its first value - often at the same time the variable is created.






15. A program include the steps that are repeated for each set of input data.






16. A preselected value that stops the execution of a program.






17. Describes the state of data that is visible.






18. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.


19. The shaped like a diamond and used to represent decisions in flowcharts.






20. the process of finding and correcting program errors.






21. runs from start to stop and calls other modules.






22. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.






23. Contains information that expands on what appears in another flowchart symbol; it is most often represented by a three-sided box that is connected to the step it references by a dashed line.






24. Include steps you must perform at the beginning of a program to get ready for the rest of the program.






25. End of file.






26. Describes the extra resources a task requires.






27. A classification that describes what values can be assigned - how the variable is stored - and what types of operations can be performed with the variable.






28. A program development tool that delineates input - processing and outputs tasks.






29. A whole number.






30. The equal sign; it is used to assign a value to variable or constant on its left.






31. Can hold text that includes letters - digits - and special characters such as punctuation marks.






32. Describes variables that are declared within the module that uses them.






33. Floating-point numbers.






34. Can contain alphabetic characters - numbers - and punctuation.






35. Indicates and output operation and is represented by a parallelogram in flowcharts.






36. The format naming variables in which the initial letter is uppercase - multiple-word variable names are run together - and each new word within the variable name begins with an uppercase letter.






37. Occurs when repeating logic cannot end.






38. Indicates an input operation and is represented by a parallelogram in flowcharts.






39. The memory address identifier to left of an assignment operator.






40. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.






41. The act of testing a value.






42. 1) understand the problem. 2) Plan the logic. 3) Code the program. 4)Use software to translate the program into machine language. 5) Test the program. 6) Put the program into production. 7) Maintain the program.






43. A repetition of a series of steps.






44. The process of paying attention to important properties while ignoring nonessential details.






45. A name to describe structured programming - because structured programmers do not use a "go to" statement.






46. A preselected value that stops the execution of a program.






47. The sequence of steps necessary to solve any problem.






48. The similar to variable - except that its value cannot change after the first assignment.






49. Action is taken only when the Boolean expression in the decision is true.






50. You perform an action or task - and then you perform the next action - in order. A sequence can contain any number of tasks - but there is no option to branch off and skip any of the tasks.