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ICT Programming and Logic Vocabulary

Total questions: 61

Worksheet time: 1hrs 1mins

Name
Class
Date
1.
Programming language that has the same structure and set of commands as machine languages but allows programmers to use symbolic representations of numeric machine code.
a)
assembly language
b)
infinite loop
c)
boolean
d)
expression
2.
base 2, using only 1 and 0 to represent data
a)
binary
b)
loop structure
c)
control structure
d)
order of operations
3.
the single unit of information in a computer, typically represented as a 0 or 1
a)
bit
b)
sequence structure
c)
if / else statement
d)
data
4.
a group of 8 bits
a)
byte
b)
selection statement
c)
infinite loop
d)
assembly language
5.
A program that translates instructions or code into a language that can be read and understood by a computer.
a)
compiler
b)
while statement
c)
loop structure
d)
binary
6.
Programming languages with unique rules (syntax) and can be written without regard of computer running it​, Usually use English words and phrases and easily recognizable symbols , Must be translated into machine language before they can be run​
a)
high level language
b)
arithmetic operators
c)
sequence structure
d)
bit
7.
consist of instructions that tell the computer what to do​
a)
Programs
b)
assignment operators
c)
selection statement
d)
byte
8.
a person that writes programs​
a)
Programmer
b)
comparison operator
c)
while statement
d)
compiler
9.
the process of writing a computer program​
a)
Programming
b)
concatenation
c)
arithmetic operators
d)
high level language
10.
a set of key words and syntax (rules) for how to organize the instructions.
a)
Programming language
b)
data type
c)
assignment operators
d)
Programs
11.
when a computer runs a program and performs the tasks instructed by the program​
a)
Executing:
b)
character
c)
comparison operator
d)
Programmer
12.
a machine that can perform a task independently​
a)
Computer:
b)
string
c)
concatenation
d)
Programming
13.
None
a)
Needs a program that tells it what to do​
b)
floating point
c)
data type
d)
Programming language
14.
the elemental language of computers made up of a long sequence of binary digital zeros and ones (bits)​
a)
Machine language:
b)
integer
c)
character
d)
Executing:
15.
Translates entire program before the computer runs it​
a)
Compiled languages:
b)
declare
c)
string
d)
Computer:
16.
translates a number of program instructions, waits for the computer to execute them, and then translates the next series, until the program is fully executed
a)
Translated language / Interpreter:
b)
initializing
c)
floating point
d)
Needs a program that tells it what to do​
17.
Works from the top to bottom and divides tasks into logically independent units.
a)
structured programming
b)
argument
c)
integer
d)
Machine language:
18.
the rules for writing code so that it is readable by the program
a)
syntax
b)
event
c)
declare
d)
Compiled languages:
19.
A precise sequence of instructions for processes that can be executed by a computer
a)
algorithm
b)
event handler
c)
initializing
d)
Translated language / Interpreter:
20.
Finding and fixing problems in an algorithm or program.
a)
debugging
b)
function
c)
argument
d)
structured programming
21.
the process of walking through a program solution on paper
a)
desk checking
b)
class
c)
event
d)
syntax
22.
A graphic organizer that can be used to show the procedural pathways within a program.
a)
flow chart
b)
instance
c)
event handler
d)
algorithm
23.
a mistake in the algorithm or program that causes it to behave incorrectly or unexpectedly.
a)
logic error
b)
properties
c)
function
d)
debugging
24.
thinking in a step by step manner to solve a problem
a)
logical thinking
b)
method
c)
class
d)
desk checking
25.
the process of finding solutions to difficult or complex issues.
a)
problem solving
b)
parameter
c)
instance
d)
flow chart
26.
A cross between human language and a programming language.
a)
Psuedocode
b)
object oriented programming
c)
properties
d)
logic error
27.
An error that does not occur until the program has started to execute but that prevents the program from continuing.
a)
runtime error
b)
variable
c)
method
d)
logical thinking
28.
a mistake in the program where the rules of the programming language are not followed.
a)
syntax error
b)
expression
c)
parameter
d)
problem solving
29.
A single value of either TRUE or FALSE
a)
boolean
b)
order of operations
c)
object oriented programming
d)
Psuedocode
30.
a block of programming statements that controls the flow or behavior of an algorithm.
a)
control structure
b)
data
c)
variable
d)
runtime error
31.
allows your program to perform one action if the Boolean expression evaluates to true and a different action if the Boolean expression evaluates to false.
a)
if / else statement
b)
syntax
c)
expression
d)
syntax error
32.
A loop in which the terminating condition is never satisfied.
a)
infinite loop
b)
assembly language
c)
order of operations
d)
boolean
33.
A statement that executes a set of statements repeatedly based on a condition.
a)
loop structure
b)
binary
c)
data
d)
control structure
34.
a set of statements that execute in the order that they appear
a)
sequence structure
b)
bit
c)
assembly language
d)
if / else statement
35.
allows us to choose which statement will be executed next based on the evaluation of a boolean condition. Also known as a conditional statement.
a)
selection statement
b)
byte
c)
binary
d)
infinite loop
36.
A specific control statement that executes a set of body statements while a loop continuation condition is true.
a)
while statement
b)
compiler
c)
bit
d)
loop structure
37.
The symbols +, -, *, /, %, ++ and -- used to denote addition, subtraction (or negation), multiplication, and division
a)
arithmetic operators
b)
high level language
c)
byte
d)
sequence structure
38.
An operator that results in an assignment to a variable. The = operator
a)
assignment operators
b)
Programs
c)
compiler
d)
selection statement
39.
used in logical statements to determine equality or difference between variables or values
a)
comparison operator
b)
Programmer
c)
high level language
d)
while statement
40.
Attaching two things side-by-side, frequently strings of text.
a)
concatenation
b)
Programming
c)
Programs
d)
arithmetic operators
41.
The kind of information a field contains—whether text, number, date/time, or some other type.
a)
data type
b)
Programming language
c)
Programmer
d)
assignment operators
42.
a single letter or symbol
a)
character
b)
Executing:
c)
Programming
d)
comparison operator
43.
A sequence of characters
a)
string
b)
Computer:
c)
Programming language
d)
concatenation
44.
Number with a decimal point
a)
floating point
b)
Needs a program that tells it what to do​
c)
Executing:
d)
data type
45.
All whole numbers (both positive and negative) and zero.
a)
integer
b)
Machine language:
c)
Computer:
d)
character
46.
The part of the code that identifies the variable and the data type​
a)
declare
b)
Compiled languages:
c)
Needs a program that tells it what to do​
d)
string
47.
Giving a variable a beginning value​
a)
initializing
b)
Translated language / Interpreter:
c)
Machine language:
d)
floating point
48.
a value that is passed to a routine
a)
argument
b)
structured programming
c)
Compiled languages:
d)
integer
49.
an action that takes place while a program is running
a)
event
b)
syntax
c)
Translated language / Interpreter:
d)
declare
50.
A block of code that is triggered when a certain event happens.
a)
event handler
b)
algorithm
c)
structured programming
d)
initializing
51.
packaged sections of code
a)
function
b)
debugging
c)
syntax
d)
argument
52.
components that are associated with a certain object. provides a detailed description of the object's characteristics (such as that the object should include a size and a color), and it specifies what can be done with the object (its functions).​​
a)
class
b)
desk checking
c)
algorithm
d)
event
53.
an occurrence of something - the product of when a class is used to build an object
a)
instance
b)
flow chart
c)
debugging
d)
event handler
54.
characteristics used to describe an object
a)
properties
b)
logic error
c)
desk checking
d)
function
55.
actions that an object can perform
a)
method
b)
logical thinking
c)
flow chart
d)
class
56.
a variable in a function definition. Used as a placeholder for values that will be passed through the function. for example degrees or steps
a)
parameter
b)
problem solving
c)
logic error
d)
instance
57.
designing a program by discovering objects, their properties, and their relationships
a)
object oriented programming
b)
Psuedocode
c)
logical thinking
d)
properties
58.
a changeable value, can only hold one value at a time
a)
variable
b)
runtime error
c)
problem solving
d)
method
59.
a combination of variables, values, functions and operators
a)
expression
b)
syntax error
c)
Psuedocode
d)
parameter
60.
parentheses, exponentiation, multiplication and division, addition and subtraction (PEMDAS)
a)
order of operations
b)
boolean
c)
runtime error
d)
object oriented programming
61.
distinct information that is formatted in a special way
a)
data
b)
control structure
c)
syntax error
d)
variable