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 repetition of a series of steps.






2. A whole number.






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






4. Number is a number with decimal places.






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






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






7. The act of testing a value.






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






9. The snarled - unstructured program logic.






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






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






12. Floating-point numbers.






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






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






15. 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.






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






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






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






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






20. 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.






21. Occurs when repeating logic cannot end.






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






23. A named memory location whose value can vary.






24. 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.






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






26. 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.






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






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






29. Describes the state of data that is visible.






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






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






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






33. A specific numeric value.






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






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






36. the process of finding and correcting program errors.






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






38. A literal numeric or string value.






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

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






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






42. 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.






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






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






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






46. The documentation that is outside a coded program.






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






48. Contains all the statements in the module.

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






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