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






2. A literal numeric or string value.






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






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






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






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






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






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






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






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






11. The documentation that is outside a coded program.






12. The act of testing a value.






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






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






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






16. 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.






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






18. The documentation within a coded program.






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






20. 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.






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






22. End of file.






23. The snarled - unstructured program logic.






24. A repetition of a series of steps.






25. Floating-point numbers.






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






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






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






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






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






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






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






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






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






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






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






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






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






39. A variable's name.






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






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






42. 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.






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






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






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






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






47. Occurs when repeating logic cannot end.






48. 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.






49. the process of finding and correcting program errors.






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