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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. An unnamed constant whose purpose is not immediately apparent.






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






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






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






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






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






7. Describes the operation of retrieving information from memory and sending it to device - such as a monitor or printer - so people can - interpret - and work with the results.






8. A whole number.






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






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. Number is a number with decimal places.






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






13. 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.






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






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






16. A named memory location whose value can vary.






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






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






19. Contains all the statements in the module.


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






21. Floating-point numbers.






22. Describes the extra resources a task requires.






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






24. A literal numeric or string value.






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






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






27. The documentation that is outside a coded program.






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






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






30. The act of testing a value.






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






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






33. End of file.






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






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






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






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






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






39. the process of finding and correcting program errors.






40. 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.






41. The documentation within a coded program.






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






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






44. A specific numeric value.






45. Occurs when repeating logic cannot end.






46. The snarled - unstructured program logic.






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






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






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






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