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 documentation within a coded program.






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






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






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






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






7. Describes the extra resources a task requires.






8. Number is a number with decimal places.






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






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






11. The snarled - unstructured program logic.






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






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






14. 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.






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






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






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






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






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






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






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






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






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






24. The act of testing a value.






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






26. A whole number.






27. 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.






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






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






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






31. 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.






32. A specific numeric value.






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






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






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






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






37. 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.






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






39. Occurs when repeating logic cannot end.






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






41. 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.






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






43. The documentation that is outside a coded program.






44. Floating-point numbers.






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






46. 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.






47. 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.






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






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


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






Content not found.:)

Browse BasicVersity