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 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.






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






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






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






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






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






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






8. Describes the stat of data items when a module can recognize them.






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






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






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






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. Describes the extra resources a task requires.






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






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






16. 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.






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






18. A variable's name.






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






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






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






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






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






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






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






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






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






28. A literal numeric or string value.






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






30. A repetition of a series of steps.






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






32. The act of testing a value.






33. 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.






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






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






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






37. 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.






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






39. the process of finding and correcting program errors.






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






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






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






43. Occurs when repeating logic cannot end.






44. 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.






45. 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.






46. A specific numeric value.






47. Contains all the statements in the module.

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48. End of file.






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






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