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






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






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






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






5. Number is a number with decimal places.






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






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






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






10. The snarled - unstructured program logic.






11. The documentation that is outside a coded program.






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






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






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






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






16. Contains all the statements in the module.


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






18. 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.






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






20. Describes the state of data that is visible.






21. Floating-point numbers.






22. 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.






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






24. 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.






25. 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.






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






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






28. Occurs when repeating logic cannot end.






29. 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.






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






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






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






33. A whole number.






34. Describes the extra resources a task requires.






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






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






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






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






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






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






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






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






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






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






45. 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.






46. 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.






47. The act of testing a value.






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






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






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