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 named memory location whose value can vary.






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






3. 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.






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






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






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






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






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






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






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






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






13. 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.






14. A variable's name.






15. 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.






16. A whole number.






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






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






19. Occurs when repeating logic cannot end.






20. Describes the state of data that is visible.






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






22. the process of finding and correcting program errors.






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






24. Contains all the statements in the module.

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25. The documentation that is outside a coded program.






26. The documentation within a coded program.






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






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






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






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






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






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






33. 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.






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






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






36. 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.






37. End of file.






38. Floating-point numbers.






39. A repetition of a series of steps.






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






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






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






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






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






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






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






47. The snarled - unstructured program logic.






48. A specific numeric value.






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






50. Number is a number with decimal places.