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






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






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






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






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






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






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






8. Contains all the statements in the module.


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






10. 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.






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






12. The documentation that is outside a coded program.






13. 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.






14. A repetition of a series of steps.






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






16. 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.






17. Occurs when repeating logic cannot end.






18. the process of finding and correcting program errors.






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






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






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






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






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






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






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






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






27. Describes the state of data that is visible.






28. 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.






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






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






31. 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.






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






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






34. A specific numeric value.






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






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






37. The act of testing a value.






38. End of file.






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






40. The snarled - unstructured program logic.






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






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






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






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






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






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






47. A named memory location whose value can vary.






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






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






50. 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.