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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. Contains all the statements in the module.


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


3. Floating-point numbers.






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






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






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






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






8. A variable's name.






9. 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.






10. 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.






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






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






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






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






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






16. Describes the extra resources a task requires.






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






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






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






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






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






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






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






24. Occurs when repeating logic cannot end.






25. 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.






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






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






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






29. A repetition of a series of steps.






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






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






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






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






35. A named memory location whose value can vary.






36. The documentation within a coded program.






37. 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.






38. The act of testing a value.






39. 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.






40. End of file.






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






42. 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.






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






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






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






46. The documentation that is outside a coded program.






47. Number is a number with decimal places.






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






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






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