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 whole number.






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






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






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






5. 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.






6. End of file.






7. The act of testing a value.






8. 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.






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






10. Occurs when repeating logic cannot end.






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






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






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






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






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






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






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






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






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. 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.






22. The snarled - unstructured program logic.






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






24. Describes the state of data that is visible.






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






26. The documentation that is outside a coded program.






27. 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.






28. A named memory location whose value can vary.






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






30. 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.






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






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






33. Number is a number with decimal places.






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






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






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






37. The documentation within a coded program.






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






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






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






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






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






43. 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.






44. A variable's name.






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






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






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






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






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






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