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 documentation that is outside a coded program.






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






3. Describes the state of data that is visible.






4. 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.






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






6. A specific numeric value.






7. A variable's name.






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






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






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






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






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






13. 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.






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






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






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






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






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






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






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


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






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






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






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






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






26. A literal numeric or string value.






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






29. Floating-point numbers.






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






31. End of file.






32. 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.






33. The act of testing a value.






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






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






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






37. Number is a number with decimal places.






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






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






40. Occurs when repeating logic cannot end.






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






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






43. The snarled - unstructured program logic.






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






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






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






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






48. Describes the extra resources a task requires.






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






50. 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.