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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. 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.






2. 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.






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






4. End of file.






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






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






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. The snarled - unstructured program logic.






9. A named memory location whose value can vary.






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






11. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






26. The documentation that is outside a coded program.






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






28. 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.






29. A whole number.






30. The documentation within a coded program.






31. Describes the state of data that is visible.






32. 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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33. The act of testing a value.






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






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






36. A repetition of a series of steps.






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






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






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






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






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






42. 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.






43. 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.






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






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






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






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






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






49. A specific numeric value.






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