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 diagram that illustrated modules relationships to each other.






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






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






4. Number is a number with decimal places.






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






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






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






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






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






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






11. The snarled - unstructured program logic.






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






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






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






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






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






17. Occurs when repeating logic cannot end.






18. 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.






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






20. 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.






21. A whole number.






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






23. Describes the extra resources a task requires.






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






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






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






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






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






29. The documentation within a coded program.






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






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






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






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






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






35. A named memory location whose value can vary.






36. Describes the state of data that is visible.






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






38. 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.






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






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

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41. A literal numeric or string value.






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






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






44. Floating-point numbers.






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






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






47. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.






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






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






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