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. The sequence of steps necessary to solve any problem.






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






3. The snarled - unstructured program logic.






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






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






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






7. End of file.






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






9. A repetition of a series of steps.






10. Floating-point numbers.






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






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






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






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






15. The documentation that is outside a coded program.






16. The act of testing a value.






17. A specific numeric value.






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






19. Describes the state of data that is visible.






20. A named memory location whose value can vary.






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






22. 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.






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






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






25. A variable's name.






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






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






28. 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.






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






30. Contains all the statements in the module.

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31. 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.






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






33. Number is a number with decimal places.






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






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






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






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






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






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






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






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






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






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






44. 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.






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






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






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






48. the process of finding and correcting program errors.






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






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