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






2. Occurs when repeating logic cannot end.






3. Floating-point numbers.






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






5. A whole number.






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






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






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






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






10. 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.






11. The documentation that is outside a coded program.






12. A specific numeric value.






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






15. 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.






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






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






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






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






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






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


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






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






24. Contains all the statements in the module.


25. 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.






26. 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.






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






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






29. The snarled - unstructured program logic.






30. 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.






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






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






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






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






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






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






37. the process of finding and correcting program errors.






38. Describes the state of data that is visible.






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






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






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






42. A variable's name.






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






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






45. A literal numeric or string value.






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






47. The act of testing a value.






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






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






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