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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. Number is a number with decimal places.






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






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






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






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






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






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






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






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






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






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






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






13. 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.






14. Indicates an input operation and is represented by a parallelogram in flowcharts.






15. Occurs when repeating logic cannot end.






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






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






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






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






20. The act of testing a value.






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






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






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






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






25. The documentation within a coded program.






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






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






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






29. 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.






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






32. A named memory location whose value can vary.






33. The snarled - unstructured program logic.






34. The process of breaking down a program into modules.






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






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






37. A variable's name.






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






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






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






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






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






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






44. the process of finding and correcting program errors.






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






46. The documentation that is outside a coded program.






47. A specific numeric value.






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






49. 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.






50. 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.







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