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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. Describes the state of data that is visible.






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






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






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






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






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






7. A repetition of a series of steps.






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






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






10. The snarled - unstructured program logic.






11. A specific numeric value.






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






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






14. A whole number.






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






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






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






19. Describes the extra resources a task requires.






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






21. The act of testing a value.






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






23. Number is a number with decimal places.






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






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






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






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






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






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






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






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






32. End of file.






33. A literal numeric or string value.






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






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






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






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






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






39. the process of finding and correcting program errors.






40. 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.






41. 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.






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






43. 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.






44. 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.






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






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






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






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






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






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