Test your basic knowledge |

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 sequence of steps necessary to solve any problem.






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






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






4. The documentation that is outside a coded program.






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






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






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






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






9. The snarled - unstructured program logic.






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






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






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






13. Contains all the statements in the module.

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14. 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.






15. The act of testing a value.






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






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






18. 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.






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






20. A named memory location whose value can vary.






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






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






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






24. 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.






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






26. 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.






27. End of file.






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






29. the process of finding and correcting program errors.






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






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






32. 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.






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






34. The feature of modular programs that allows individual modules to be used in a variety of applications.






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






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






37. Floating-point numbers.






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






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






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






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






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






44. A statement that provides a data type and an identifier for a variable.






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






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






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






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






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






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