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






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






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






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






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






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






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






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






9. 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.






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






11. Occurs when repeating logic cannot end.






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






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






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






15. 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.






16. A literal numeric or string value.






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






18. The documentation within a coded program.






19. A repetition of a series of steps.






20. The snarled - unstructured program logic.






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






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






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






24. A variable's name.






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






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






27. Contains all the statements in the module.


28. A specific numeric value.






29. End of file.






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






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






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






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






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






35. the process of finding and correcting program errors.






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






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






38. 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.






39. 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.






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






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






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






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






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






45. A whole number.






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






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






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






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






50. The documentation that is outside a coded program.