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






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






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






5. 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.






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






7. 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.






8. Describes the extra resources a task requires.






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






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






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






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






13. Occurs when repeating logic cannot end.






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






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






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






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






18. 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.






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






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






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






22. End of file.






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






24. A named memory location whose value can vary.






25. A repetition of a series of steps.






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






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






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






29. 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.






30. The documentation within a coded program.






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






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






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






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






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






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






37. The snarled - unstructured program logic.






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






39. The feature of modular programs that allows individual modules to be used in a variety of applications.






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






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






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






43. Describes the state of data that is visible.






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






45. 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.






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






47. A variable's name.






48. 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.






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






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