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 specific group of characters enclosed within quotation marks.






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






3. 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.






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






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






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






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






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






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






10. 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.






11. The documentation that is outside a coded program.






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






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






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






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






16. 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.






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






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






19. Describes the extra resources a task requires.






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






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






22. A repetition of a series of steps.






23. 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.






24. Number is a number with decimal places.






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






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






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






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






29. 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.






30. Contains all the statements in the module.


31. Floating-point numbers.






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






33. The act of testing a value.






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. the process of finding and correcting program errors.






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






37. The snarled - unstructured program logic.






38. 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.






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






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






41. A named memory location whose value can vary.






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






43. The documentation within a coded program.






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






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






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






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


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






49. A literal numeric or string value.






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