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






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






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. 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.






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






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






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






9. the process of finding and correcting program errors.






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






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






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






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






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






15. 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.






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






17. Occurs when repeating logic cannot end.






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






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






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






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






23. The snarled - unstructured program logic.






24. 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.






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






26. The act of testing a value.






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






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






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






30. 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.






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






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






33. The documentation within a coded program.






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






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






36. 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.






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






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






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






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






41. 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.






42. Describes the state of data that is visible.






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






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






45. A specific numeric value.






46. Contains all the statements in the module.

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






48. Floating-point numbers.






49. End of file.






50. A variable's name.