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Programming Logic And Design

Subject : it-skills
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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 variable's name.

2. 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.

3. the process of finding and correcting program errors.

4. 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.

5. A named memory location whose value can vary.

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

7. 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.

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

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

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

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

12. 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.

13. Describes the state of data that is visible.

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

15. 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.

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

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

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

19. A repetition of a series of steps.

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

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

22. The act of testing a value.

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

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

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

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

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

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

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

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

32. Occurs when repeating logic cannot end.

33. The feature of modular programs that assures you a module has been tested and proven to function correctly.

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

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

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

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

38. Describes the extra resources a task requires.

39. The documentation that is outside a coded program.

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

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

42. The documentation within a coded program.

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

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

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

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

47. End of file.

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

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

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