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






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






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






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






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






6. End of file.






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






8. A named memory location whose value can vary.






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






10. Describes the extra resources a task requires.






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






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






13. 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.






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






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






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






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






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






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






20. 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.






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






22. the process of finding and correcting program errors.






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






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






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






26. 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.






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






28. 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.






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






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






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






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






34. 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.






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






36. The act of testing a value.






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






38. The snarled - unstructured program logic.






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






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






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






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






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






44. 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.






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






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






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






48. 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.






49. 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.






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