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






2. 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.






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






4. 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.






5. The snarled - unstructured program logic.






6. Number is a number with decimal places.






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






8. 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.






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






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






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






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






13. 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.






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






15. 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.






16. The documentation that is outside a coded program.






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






18. 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.






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






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






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


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






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






24. Occurs when repeating logic cannot end.






25. A variable's name.






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






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






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






29. A named memory location whose value can vary.






30. Floating-point numbers.






31. The documentation within a coded program.






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






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






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






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






36. The act of testing a value.






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






38. Describes the state of data that is visible.






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






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






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






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






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






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






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






46. A literal numeric or string value.






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






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






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






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