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. Consists of all the supporting paperwork for a program.






2. Describes the extra resources a task requires.






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






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






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






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






7. A variable's name.






8. Occurs when repeating logic cannot end.






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






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






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


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






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






14. A specific numeric value.






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






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






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






18. 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.






19. A repetition of a series of steps.






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






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






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






23. A whole number.






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






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






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






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






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






29. 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.






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






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






32. Contains all the statements in the module.


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






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






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






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






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






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






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






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






42. The documentation that is outside a coded program.






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






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






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






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






47. Describes the state of data that is visible.






48. End of file.






49. 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.






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