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. the process of finding and correcting program errors.






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






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






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






5. 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.






6. 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.






7. 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.






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






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






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






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






12. 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.






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






14. The snarled - unstructured program logic.






15. Occurs when repeating logic cannot end.






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






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






18. The documentation within a coded program.






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






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






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






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






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






24. A literal numeric or string value.






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






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






27. End of file.






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






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






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






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






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






33. The documentation that is outside a coded program.






34. Number is a number with decimal places.






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






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






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






38. Describes the extra resources a task requires.






39. 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.






40. A specific numeric value.






41. 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.






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






43. A named memory location whose value can vary.






44. Describes the state of data that is visible.






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






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






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






48. 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.






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






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