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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. 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.






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






3. Occurs when repeating logic cannot end.






4. Describes the state of data that is visible.






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






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






7. The act of testing a value.






8. The documentation within a coded program.






9. the process of finding and correcting program errors.






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






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


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






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






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






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






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






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






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






19. 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.






20. A variable's name.






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






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






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






24. Contains all the statements in the module.


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






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






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






28. A repetition of a series of steps.






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






30. Describes the extra resources a task requires.






31. A whole number.






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






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






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






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






36. The snarled - unstructured program logic.






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






38. 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.






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






40. 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.






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






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






43. Number is a number with decimal places.






44. 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.






45. A literal numeric or string value.






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






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






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






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






50. End of file.