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 preselected value that stops the execution of a program.






2. the process of finding and correcting program errors.






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






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






5. 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.






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






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






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






9. A specific numeric value.






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






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






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






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






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






15. 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.






16. A literal numeric or string value.






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






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






19. The documentation within a coded program.






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






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






22. A variable's name.






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






24. Describes the extra resources a task requires.






25. Number is a number with decimal places.






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






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






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






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






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






31. 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.






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






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






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






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






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






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 memory address identifier to left of an assignment operator.






39. 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.






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






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






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






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






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






46. End of file.






47. Contains all the statements in the module.

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48. A named memory location whose value can vary.






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






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