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. runs from start to stop and calls other modules.






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






3. Number is a number with decimal places.






4. Contains all the statements in the module.

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5. Occurs when repeating logic cannot end.






6. A variable's name.






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






8. Describes the extra resources a task requires.






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






10. 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.






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






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






14. A whole number.






15. 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.






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






17. The snarled - unstructured program logic.






18. The documentation that is outside a coded program.






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






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






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






22. 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.






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






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






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






26. The documentation within a coded program.






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






28. End of file.






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






30. 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.






31. Can hold text that includes letters - digits - and special characters such as punctuation marks.






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






33. Describes the state of data that is visible.






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






35. A repetition of a series of steps.






36. A literal numeric or string value.






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






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






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






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






41. A specific numeric value.






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






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






44. 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.






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






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






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






48. 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.






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






50. the process of finding and correcting program errors.