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






2. 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.






3. A literal numeric or string value.






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






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






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






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






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






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






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






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






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






13. Describes the extra resources a task requires.






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






15. A named memory location whose value can vary.






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






17. Number is a number with decimal places.






18. Can hold text that includes letters - digits - and special characters such as punctuation 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. A specific numeric value.






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






22. 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.






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






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






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


26. Describes the state of data that is visible.






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






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






29. 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.






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






31. 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.






32. 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.






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






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






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






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






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






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






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






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






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






42. 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.






43. 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.






44. The documentation that is outside a coded program.






45. A variable's name.






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






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






48. 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.






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






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