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






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






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






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






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






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






7. 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.






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






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






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






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






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






13. 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.






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






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






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






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






18. End of file.






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






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






21. A literal numeric or string value.






22. 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.






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






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






25. The snarled - unstructured program logic.






26. 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.






27. 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.






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






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






30. A repetition of a series of steps.






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






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






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






34. Occurs when repeating logic cannot end.






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






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






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






38. 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.






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






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






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






42. The documentation that is outside a coded program.






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






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






45. Contains all the statements in the module.


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






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






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






49. 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.






50. Floating-point numbers.