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






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






3. The snarled - unstructured program logic.






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






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






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






7. A whole number.






8. 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.






9. The documentation within a coded program.






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






11. 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.






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






13. 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.






14. 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.






15. Contains all the statements in the module.

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






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






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






19. 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.






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






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






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






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






25. Occurs when repeating logic cannot end.






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






27. End of file.






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






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






30. Describes the state of data that is visible.






31. Describes the extra resources a task requires.






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






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. 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.






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






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






37. A specific numeric value.






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






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






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






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






42. A variable's name.






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






44. the process of finding and correcting program errors.






45. Floating-point numbers.






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






47. 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.






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






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






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