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






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






3. Occurs when repeating logic cannot end.






4. Describes the state of data that is visible.






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






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






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






8. A specific numeric value.






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






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






11. Contains all the statements in the module.

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






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






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






15. The documentation that is outside a coded program.






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






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






18. The snarled - unstructured program logic.






19. 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.






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






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






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






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






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






25. 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.






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






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






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






29. 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.






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






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

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32. A repetition of a series of steps.






33. 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.






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






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






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






37. the process of finding and correcting program errors.






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






39. 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.






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






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






42. Floating-point numbers.






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






44. A named memory location whose value can vary.






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






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






47. 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.






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






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






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