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






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






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






4. The documentation within a coded program.






5. Describes the state of data that is visible.






6. End of file.






7. Number is a number with decimal places.






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






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


10. Floating-point numbers.






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






12. A literal numeric or string value.






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






14. The documentation that is outside a coded program.






15. 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.






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






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






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






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






21. The act of testing a value.






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






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






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






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






26. A variable's name.






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






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






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






30. 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.






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






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






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






34. The snarled - unstructured program logic.






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






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






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






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






39. Describes the extra resources a task requires.






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






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






42. 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.






43. Contains all the statements in the module.


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






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






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






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






48. A specific numeric value.






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






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