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






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






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






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






5. A variable's name.






6. Contains all the statements in the module.


7. Occurs when repeating logic cannot end.






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






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






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






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






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






13. 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.






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






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






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






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






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






19. Describes the state of data that is visible.






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






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






22. The snarled - unstructured program logic.






23. The act of testing a value.






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






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






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






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






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






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






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






31. A named memory location whose value can vary.






32. A whole number.






33. A repetition of a series of steps.






34. 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.






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






36. Floating-point numbers.






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






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






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






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






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






42. 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.






43. 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.






44. A specific numeric value.






45. Number is a number with decimal places.






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


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






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






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






50. Describes the extra resources a task requires.