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






2. A repetition of a series of steps.






3. The snarled - unstructured program logic.






4. The act of testing a value.






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






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






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






8. 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.






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






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






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






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






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






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






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






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






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






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






19. Number is a number with decimal places.






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






21. 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.






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






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






24. 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.






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






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






27. Describes the extra resources a task requires.






28. A literal numeric or string value.






29. Contains all the statements in the module.


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






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






32. the process of finding and correcting program errors.






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






34. 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.






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






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






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






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






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


40. 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.






41. A variable's name.






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






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






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






45. The documentation that is outside a coded program.






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






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






48. Occurs when repeating logic cannot end.






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






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