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 specific numeric value.






2. The feature of modular programs that allows individual modules to be used in a variety of applications.






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






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






5. End of file.






6. A named memory location whose value can vary.






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






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






9. 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.






10. A whole number.






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






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






13. 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.






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






15. A repetition of a series of steps.






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






17. The act of testing a value.






18. 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.






19. Number is a number with decimal places.






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






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






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






23. the process of finding and correcting program errors.






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






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






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






27. Contains all the statements in the module.

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






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






30. The documentation that is outside a coded program.






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






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






33. 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.






34. 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.






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






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






37. 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.






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






39. A variable's name.






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






41. Describes the state of data that is visible.






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






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






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






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






46. Includes the module identifier and possibly other necessary identifying information.






47. The documentation within a coded program.






48. A program development tool that lists tasks - objects - and events.






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






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