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






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






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






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






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






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






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






8. The act of testing a value.






9. Contains all the statements in the module.

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






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






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






13. Describes the extra resources a task requires.






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






15. 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.






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






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






18. 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.






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






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






21. 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.






22. A specific numeric value.






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






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






25. A whole number.






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






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






28. The documentation that is outside a coded program.






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






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






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






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






33. The documentation within a coded program.






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






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






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






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






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






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






40. Describes the state of data that is visible.






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






42. A repetition of a series of steps.






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






44. Occurs when repeating logic cannot end.






45. 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.






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






47. 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.






48. 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.






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






50. End of file.