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Programming Logic And Design

Subject : it-skills
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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 device; variable identifiers act as mnemonics for hard to remember memory addresses.

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

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

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

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

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

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

8. End of file.

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

10. 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.

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

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

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

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

15. A repetition of a series of steps.

16. The act of testing a value.

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

18. 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.

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

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

21. Number is a number with decimal places.

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

23. the process of finding and correcting program errors.

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

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

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

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

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

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

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

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

32. 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.

33. A literal numeric or string value.

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

36. Describes the state of data that is visible.

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

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

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

40. A named memory location whose value can vary.

41. Describes the extra resources a task requires.

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

43. 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.

44. 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.

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

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

47. Floating-point numbers.

48. A variable's name.

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

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