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






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






3. Describes the state of data that is visible.






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






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






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






7. 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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8. 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.






9. A whole number.






10. 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.






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






12. 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.






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






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






15. A named memory location whose value can vary.






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






17. 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.






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






19. 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.






20. A variable's name.






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






22. Describes the extra resources a task requires.






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






24. A literal numeric or string value.






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






26. Floating-point numbers.






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






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






29. 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.






30. A repetition of a series of steps.






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






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






33. Contains all the statements in the module.

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






35. 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.






36. 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.






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






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






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






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






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






42. The documentation that is outside a coded program.






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






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






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






46. A specific numeric value.






47. 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.






48. the process of finding and correcting program errors.






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






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







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