Test your basic knowledge |

General Programming

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. An effective method for solving a problem using a finite sequence of instructions.






2. The place where the instructions and data are stored.






3. Item of information necessary for a program or subprogram to perform its task.






4. It is concern with checking that the algorithms and the program meet the problem's specification.






5. The process of implementing in some programming language the variables (and structures) used to store the data and the algorithms for solving a problem.






6. In Linear Programming a _________ is a means for simplifying the solution






7. A _________ is a new way to use breakpoints. It is a breakpoint with a custom action associated with it. When hit it causes the debugger to perform the specified action instead of (or in addition to) breaking program execution.






8. Type ____ Error: False Positive






9. dividend / _____________ = quotient






10. :=? is an ________. Here the varaible to be assigned a value must appear on the left of the assignment operator and a legal expression must appear on the right side.






11. A variable that can hold a single true/false (1/0) value.






12. A programming paradigm that uses data structures consisting of datafields and methods together with their interactions - to design applications and computer programs.






13. _________ is when a procedure or function calls itself






14. Type _____ Error: False Negative






15. It allocates storage for programs and data and carry out many other supervisory functions. It acts as an interface between the user and the machine.






16. VAR and BEGIN and END are examples of _____ .






17. The information that is produced to solve the problem.






18. In Linear Programming ____________ variables are used to convert inequalities to equalities






19. Fixed number of similar data elements - each element can be retrieved through an index.






20. A system in which negative numbers are represented by the two's complement of the absolute value.






21. ______ must have at least one digit before and at least one digit after the decimal`






22. The address of a memory location






23. A ____________ procedure is one in which a statement or set of statements are embedded within other statements






24. for an "if" statement some languages require and "____________ _______" to close the selection group






25. ____________ property: you can change the order of the numbers involved without changing the result






26. Using only the two binary digits (bits) 0 and 1 to represent information in a computer.






27. It fetches the instructions from the memory and decodes them and and directs the system to execute the operations indicated by the instructions.






28. Type of control structure: WHILE-DO






29. In a _________ language the entire program is converted to binary prior to the execution of the program






30. It controls the operation of the entire system and performs the arithmetic and logic operations and and stores and retrieves instructions and data.






31. What are Sequence and Selection/Decision and Iteration/Repetition?






32. ____________ property: you can group numbers in any way without changing the answer






33. Type of control structure: IF-THEN-ELSE






34. The information that is given and which items are important in solving the problem.






35. Statistical middle






36. Integer division is denoted by _____






37. Outout and Input are _____






38. ______ causes an advance to a new input line from which subsequent values will be read






39. Type of control structure: REPEAT-UNTIL






40. ____________ property: says that if a = b and b = c then a = c.






41. Zero sum game theory problems can be solved by means of ____________ programming






42. 16 (0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - A(10) - B(11) - C(12) - D(13) - E(14) - F(15)






43. Type of error: A violation of rules made by the programmer






44. In a loop while construct the loop will be terminated upon the introduction of a ____________ ____________






45. The grammatical rules of the language.






46. The steps are performed in a strictly sequential manner - each step being executed exactly once.






47. ____________ is a measure of the amount of variation within the values of that variable taking account of all possible values and their probabilities or weightings (not just the extremes which give the range).






48. _________ error: The program performs a task but it is not the task that was desired






49. The interpretation or meaning of an item.






50. base value of a binary number system?