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






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






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






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






5. Contains all the statements in the module.

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6. A variable's name.






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






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






9. 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.






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






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






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






13. A literal numeric or string value.






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






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






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






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






18. Number is a number with decimal places.






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






20. 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.






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






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






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






24. The act of testing a value.






25. 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.






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






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






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






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






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






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






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






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






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






35. the process of finding and correcting program errors.






36. The documentation within a coded program.






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






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






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






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






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






42. 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.






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






44. The documentation that is outside a coded program.






45. A named memory location whose value can vary.






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






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. An unnamed constant whose purpose is not immediately apparent.






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






50. A repetition of a series of steps.