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






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






3. Consists of all the supporting paperwork for a program.






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






5. Describes the state of data that is visible.






6. One that can hold digits - have mathematical operations performed on it - and usually can hold a decimal point and a sign indicating positive or negative.






7. Describes the stat of data items when a module can recognize them.






8. A specific group of characters enclosed within quotation marks.






9. The entire set of actions an organization must take to switch to using a new program or set of programs.






10. 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.






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






12. 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.






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






14. Contains all the statements in the module.


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






16. Describes the operation of retrieving information from memory and sending it to device - such as a monitor or printer - so people can - interpret - and work with the results.






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






18. The act of testing a value.






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






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






21. A named memory location whose value can vary.






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






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






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






25. A whole number.






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






27. A literal numeric or string value.






28. the process of finding and correcting program errors.






29. A statement that provides a data type and an identifier for a variable.






30. The documentation that is outside a coded program.






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






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






33. Describes the process of naming variables and assigning data type to them.






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






35. A variable's name.






36. The process of breaking down a program into modules.






37. An unnamed constant whose purpose is not immediately apparent.






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






39. Describes the extra resources a task requires.






40. Hold the action that results when the Boolean expression in the decision is true.






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


42. The snarled - unstructured program logic.






43. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.






44. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.






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






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






47. A diagram that illustrated modules relationships to each other.






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






49. End of file.






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