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






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






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






4. The snarled - unstructured program logic.






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






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






7. A repetition of a series of steps.






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






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






10. 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.






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






12. End of file.






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






14. The documentation that is outside a coded program.






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






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






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






18. A specific numeric value.






19. the process of finding and correcting program errors.






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






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






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






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






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






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






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






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






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






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






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






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






32. Describes the state of data that is visible.






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






34. The act of testing a value.






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






36. 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.






37. A whole number.






38. 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.






39. Describes the extra resources a task requires.






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






41. A literal numeric or string value.






42. 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.






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






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






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






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






47. Contains all the statements in the module.


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






49. Occurs when repeating logic cannot end.






50. The documentation within a coded program.