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






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






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






4. 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.






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






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






7. The act of testing a value.






8. Occurs when repeating logic cannot end.






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






10. The shaped like a diamond and used to represent decisions in flowcharts.






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






12. A whole number.






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






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






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






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






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






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






19. 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.






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






21. 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.






22. the process of finding and correcting program errors.






23. 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.






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






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






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






27. A literal numeric or string value.






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






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






30. 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.






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






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






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






34. A repetition of a series of steps.






35. Describes the extra resources a task requires.






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






37. The documentation that is outside a coded program.






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






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






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






41. 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.






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






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






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






45. Describes the state of data that is visible.






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






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






48. Number is a number with decimal places.






49. A variable's name.






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