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. Occurs when repeating logic cannot end.






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






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






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






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






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






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






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






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






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






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






12. 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.






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






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






15. 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.






16. 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.






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






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






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






20. the process of finding and correcting program errors.






21. The documentation within a coded program.






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






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






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






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






27. The act of testing a value.






28. 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.






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






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






31. Contains all the statements in the module.

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






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






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






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






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






37. A repetition of a series of steps.






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






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






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






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






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






43. The documentation that is outside a coded program.






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






45. A literal numeric or string value.






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






47. Describes the state of data that is visible.






48. A whole number.






49. A specific numeric value.






50. Floating-point numbers.