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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. 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.






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






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






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






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






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






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






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






9. 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.






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






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






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






13. 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.






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


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






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






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






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






19. Number is a number with decimal places.






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






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






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






23. 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.






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






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






26. A repetition of a series of steps.






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






28. 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.






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






30. End of file.






31. 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.






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






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






34. A variable's name.






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






36. The documentation within a coded program.






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






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






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






41. Describes the extra resources a task requires.






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






43. Contains all the statements in the module.


44. A specific numeric value.






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






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






47. The snarled - unstructured program logic.






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






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






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