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 variable's name.






2. A specific numeric value.






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






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






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






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






7. 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.






8. A repetition of a series of steps.






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






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. The documentation that is outside a coded program.






12. Number is a number with decimal places.






13. The documentation within a coded program.






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






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






16. Occurs when repeating logic cannot end.






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






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






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






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






21. 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.






22. 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.






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






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






25. 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.






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






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






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






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






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






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






32. 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.






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






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






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






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. the process of finding and correcting program errors.






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






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






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






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






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






43. Floating-point numbers.






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






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






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






47. 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.






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






49. A named memory location whose value can vary.






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