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






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






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






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






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






6. The snarled - unstructured program logic.






7. 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.






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






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






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






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






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






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






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






15. 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.






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






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






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






19. 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.






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






21. Describes the state of data that is visible.






22. A literal numeric or string value.






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






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






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


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






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






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






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






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






32. Floating-point numbers.






33. 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.






34. 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.






35. the process of finding and correcting program errors.






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






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






38. 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.






39. A named memory location whose value can vary.






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






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






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






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






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






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






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






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






48. Describes the extra resources a task requires.






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






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