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






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






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






4. 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.






5. 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.






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






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






8. Describes the state of data that is visible.






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






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

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11. End of file.






12. The documentation within a coded program.






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






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






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






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






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. 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.






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






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






21. A repetition of a series of steps.






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






23. 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.






24. Describes the extra resources a task requires.






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






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






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






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






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






30. A whole number.






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






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






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






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






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






36. the process of finding and correcting program errors.






37. 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.






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






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






40. Occurs when repeating logic cannot end.






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






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






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






44. The act of testing a value.






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






46. A named memory location whose value can vary.






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






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






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






50. 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.