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 group of characters enclosed within quotation marks.






2. 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.






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






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






5. A repetition of a series of steps.






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






7. the process of finding and correcting program errors.






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






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






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






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






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






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






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






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






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






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






18. The act of testing a value.






19. 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.






20. 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.






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






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






23. The documentation within a coded program.






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






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






26. Floating-point numbers.






27. A named memory location whose value can vary.






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






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






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






31. 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.






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






33. 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.






34. A specific numeric value.






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






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






37. The snarled - unstructured program logic.






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






39. End of file.






40. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.






41. Number is a number with decimal places.






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






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






44. Describes the state of data that is visible.






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






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






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






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






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






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