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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. The act of testing a value.






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






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






4. 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.






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






6. 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.






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






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






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






10. 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.






11. A variable's name.






12. End of file.






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






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






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






16. The documentation that is outside a coded program.






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






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






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






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






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






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






23. A literal numeric or string value.






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






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






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






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






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






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






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






31. Contains all the statements in the module.

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32. The snarled - unstructured program logic.






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






34. 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.






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






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






37. A specific numeric value.






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






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






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






41. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.

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42. The documentation within a coded program.






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






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






45. Number is a number with decimal places.






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






47. Floating-point numbers.






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






49. 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.






50. 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.