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






2. A variable's name.






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






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






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






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






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






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






9. Describes the state of data that is visible.






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






11. 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.






12. Floating-point numbers.






13. The act of containing a task's instructions in a module.






14. The snarled - unstructured program logic.






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






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






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






18. A logical feature in which expressions in each part of a larger expression are evaluated are evaluated only as far as necessary to determine the final outcome.






19. The documentation that is outside a coded program.






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






21. A literal numeric or string value.






22. Programs that do not follow the rules of structured logic.






23. 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.






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






25. A repetition of a series of steps.






26. End of file.






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






28. A specific numeric value.






29. 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.






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






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






32. Occurs when repeating logic cannot end.






33. Number is a number with decimal places.






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. Consists of all the supporting paperwork for a program.






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






37. 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.






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






39. Contains all the statements in the module.


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






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






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






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






44. the process of finding and correcting program errors.






45. 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.






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






47. The documentation within a coded program.






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






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






50. A whole number.