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






2. A repetition of a series of steps.






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






4. 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.






5. 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.






6. A whole number.






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






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






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






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






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






12. 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.






13. Contains all the statements in the module.


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






15. 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.






16. The documentation within a coded program.






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






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






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






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






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






22. The documentation that is outside a coded program.






23. 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.






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






25. Occurs when repeating logic cannot end.






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






27. The snarled - unstructured program logic.






28. The act of testing a value.






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






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






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






32. 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.






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






34. the process of finding and correcting program errors.






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






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






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






38. A variable's name.






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






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






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






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






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






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






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






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






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






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






49. Contains information that expands on what appears in another flowchart symbol; it is most often represented by a three-sided box that is connected to the step it references by a dashed line.






50. 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.