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 documentation within a coded program.






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






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






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






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






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






7. 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.






8. 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.






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






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






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






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






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






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






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






16. Describes the extra resources a task requires.






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






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






19. Occurs when repeating logic cannot end.






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






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






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






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






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






25. 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.






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






27. Floating-point numbers.






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






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






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






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






32. A whole number.






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






34. A specific numeric value.






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






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






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






39. The shaped like a diamond and used to represent decisions in flowcharts.






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






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






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






43. the process of finding and correcting program errors.






44. The snarled - unstructured program logic.






45. 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.






46. 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.






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






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






49. A literal numeric or string value.






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