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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. End of file.






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






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






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






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






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






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






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






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






10. 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.






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






12. Number is a number with decimal places.






13. The snarled - unstructured program logic.






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






15. 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.






16. A literal numeric or string value.






17. 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.






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


19. A specific numeric value.






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






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






22. A named memory location whose value can vary.






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






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






25. 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.






26. Describes the extra resources a task requires.






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






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






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






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






31. 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.






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






33. 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.






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






35. Contains all the statements in the module.


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






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






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






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






40. The act of testing a value.






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






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






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






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






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






46. A variable's name.






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






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






49. The documentation within a coded program.






50. 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.