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






2. Describes the extra resources a task requires.






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






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






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






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






7. the process of finding and correcting program errors.






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






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






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






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






12. 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.






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






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






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






16. 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.






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






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






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






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






21. Contains all the statements in the module.

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






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






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






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






26. The snarled - unstructured program logic.






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






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






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






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






31. Occurs when repeating logic cannot end.






32. A variable's name.






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






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






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






37. Describes the state of data that is visible.






38. A repetition of a series of steps.






39. 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.






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






41. A literal numeric or string value.






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






43. 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.






44. The act of testing a value.






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






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






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






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






49. A whole number.






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