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






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






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






4. 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.






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






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






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






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






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






10. 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.






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






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






13. A variable's name.






14. Number is a number with decimal places.






15. Describes the state of data that is visible.






16. A whole number.






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






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






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






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






22. Contains all the statements in the module.

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






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






25. Floating-point numbers.






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






27. 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.






28. 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.






29. A decision holds the action or actions that execute only when the Boolean expression in the decision us 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. A program development tool that lists tasks - objects - and events.






32. 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.






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






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






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






36. The act of testing a value.






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






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






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






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






41. A specific numeric value.






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






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






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






45. The documentation that is outside a coded program.






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






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






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






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






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