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






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






3. A variable's name.






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






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






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






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






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






9. 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.






10. Contains all the statements in the module.


11. 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.






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






13. Floating-point numbers.






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






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


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






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






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






19. A literal numeric or string value.






20. 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.






21. 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.






22. A repetition of a series of steps.






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






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






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






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






27. 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.






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






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






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






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






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






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






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






35. The act of testing a value.






36. A named memory location whose value can vary.






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






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






39. the process of finding and correcting program errors.






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






41. A whole number.






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






43. 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.






44. Number is a number with decimal places.






45. The documentation within a coded program.






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






47. A specific numeric value.






48. End of file.






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






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






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