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






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






3. 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.






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






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






6. Describes the state of data that is visible.






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






8. The documentation that is outside a coded program.






9. 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.






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






11. 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.






12. the process of finding and correcting program errors.






13. A named memory location whose value can vary.






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






15. 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.






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






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






18. Describes the extra resources a task requires.






19. A variable's name.






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






21. 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.






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






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






24. The act of testing a value.






25. 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.






26. A specific numeric value.






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






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






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






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






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






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






33. Contains all the statements in the module.

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






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






36. 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.






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






38. A repetition of a series of steps.






39. The documentation within a coded program.






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






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






43. End of file.






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






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






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






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






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






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






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