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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. Can contain alphabetic characters - numbers - and punctuation.






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






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






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






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






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






7. 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.






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






9. A literal numeric or string value.






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






11. End of file.






12. Floating-point numbers.






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






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






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






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






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






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






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






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






21. the process of finding and correcting program errors.






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






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






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






25. A whole number.






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






27. Occurs when repeating logic cannot end.






28. 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.






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






30. A specific numeric value.






31. The snarled - unstructured program logic.






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






33. 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.






34. The documentation within a coded program.






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






36. Number is a number with decimal places.






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






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






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






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






41. The act of testing a value.






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






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






44. Contains all the statements in the module.


45. 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.






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






47. Describes the extra resources a task requires.






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






49. A variable's name.






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