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 diagram that illustrated modules relationships to each other.






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






3. 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.






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






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






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






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






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






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






10. A specific numeric value.






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






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






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






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






15. 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.






16. The act of testing a value.






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






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






19. Occurs when repeating logic cannot end.






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






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






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






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






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






26. The documentation within a coded program.






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






28. Contains all the statements in the module.

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






30. the process of finding and correcting program errors.






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






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






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






34. The documentation that is outside a coded program.






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






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






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






38. 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.






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






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






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






42. A variable's name.






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






44. A literal numeric or string value.






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






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






47. Floating-point numbers.






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






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






50. A whole number.