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. Floating-point numbers.






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






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






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






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






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






8. A specific numeric value.






9. 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.






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






11. A named memory location whose value can vary.






12. Number is a number with decimal places.






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






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






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






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






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






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






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






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






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






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






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






24. The documentation that is outside a coded program.






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






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






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






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






29. Describes the extra resources a task requires.






30. A variable's name.






31. 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.






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






33. 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.






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






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






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






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






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






39. The act of testing a value.






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






41. Occurs when repeating logic cannot end.






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






43. Describes the operation of retrieving information from memory and sending it to device - such as a monitor or printer - so people can - interpret - and work with the results.






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






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






46. 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.






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






48. Contains all the statements in the module.

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






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