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. Number is a number with decimal places.






2. The documentation that is outside a coded program.






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






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






5. The snarled - unstructured program logic.






6. Describes the state of data that is visible.






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






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






9. 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.






10. 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.






11. Floating-point numbers.






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






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






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






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






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






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






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






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






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






21. 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.






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






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






24. 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.






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






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






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






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






29. A repetition of a series of steps.






30. 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.






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






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






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






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






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






37. A named memory location whose value can vary.






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






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






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






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






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






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






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






45. Occurs when repeating logic cannot end.






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






47. The act of testing a value.






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






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






50. A specific numeric value.