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. 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.






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






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






4. A specific numeric value.






5. Occurs when repeating logic cannot end.






6. 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.






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






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






9. The snarled - unstructured program logic.






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






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. 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.






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






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






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






17. 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.






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






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






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






21. A literal numeric or string value.






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






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






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






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






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






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






28. Describes the extra resources a task requires.






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






30. Describes the state of data that is visible.






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






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






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






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






35. A repetition of a series of steps.






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






37. 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.






38. A named memory location whose value can vary.






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






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






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






42. the process of finding and correcting program errors.






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






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






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






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 sequence of steps necessary to solve any problem.






48. A variable's name.






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






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