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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. Can contain alphabetic characters - numbers - and punctuation.






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






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






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






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






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






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






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






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






10. Contains all the statements in the module.

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






12. Occurs when repeating logic cannot end.






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






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






15. 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.






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






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






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






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






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






22. Describes the extra resources a task requires.






23. A specific numeric value.






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






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






26. 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.






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






28. A named memory location whose value can vary.






29. Floating-point numbers.






30. 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.






31. The snarled - unstructured program logic.






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. 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.






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






35. Describes the state of data that is visible.






36. 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.






37. A repetition of a series of steps.






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






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






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






41. A variable's name.






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






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






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






45. A whole number.






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






47. 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.






48. 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.






49. Number is a number with decimal places.






50. A literal numeric or string value.