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. Floating-point numbers.






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






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






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






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






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






7. A whole number.






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






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






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






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






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






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






14. Describes the extra resources a task requires.






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






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






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






18. 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.






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






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


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






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






23. Number is a number with decimal places.






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






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






26. A named memory location whose value can vary.






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






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






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






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






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






33. 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.






34. A literal numeric or string value.






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






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






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






38. The documentation that is outside a coded program.






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






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






41. A specific numeric value.






42. A variable's name.






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






44. the process of finding and correcting program errors.






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






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






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






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






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






50. 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.