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. A specific group of characters enclosed within quotation marks.






2. 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.






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






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






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






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






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






8. Describes the state of data that is visible.






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






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






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






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






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






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






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






16. Describes the extra resources a task requires.






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






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






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






20. The documentation within a coded program.






21. A whole number.






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. the process of finding and correcting program errors.






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






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






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






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






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






29. A literal numeric or string value.






30. 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.






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






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






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






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






35. A variable's name.






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






37. Occurs when repeating logic cannot end.






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






39. A repetition of a series of steps.






40. A specific numeric value.






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






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






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






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


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






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






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






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






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