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






2. A whole number.






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






4. The sequence of steps necessary to solve any problem.






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






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






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






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






9. The documentation that is outside a coded program.






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






11. A specific numeric value.






12. 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.






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






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


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






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






17. 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.






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






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






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






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






22. 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.






23. Describes the extra resources a task requires.






24. 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.






25. the process of finding and correcting program errors.






26. Number is a number with decimal places.






27. Describes the state of data that is visible.






28. The snarled - unstructured program logic.






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






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






31. Floating-point numbers.






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






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






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






36. A named memory location whose value can vary.






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






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






39. The format for naming variables in which the initial letter is lowercase - multiple-word variable names are run together and each new word within the variable name begins with an uppercase letter.






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






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






42. 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.






43. A repetition of a series of steps.






44. The act of testing a value.






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






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






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






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






49. Contains all the statements in the module.


50. Occurs when repeating logic cannot end.