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






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






3. A literal numeric or string value.






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






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






6. Number is a number with decimal places.






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






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






9. A named memory location whose value can vary.






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






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






12. 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.






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






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






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






16. the process of finding and correcting program errors.






17. 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.






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






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






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






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






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






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






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






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






26. Describes the extra resources a task requires.






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






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






29. The documentation that is outside a coded program.






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






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






32. 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.






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






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






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






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






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






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






39. Occurs when repeating logic cannot end.






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






41. A repetition of a series of steps.






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






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






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






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






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






47. Contains all the statements in the module.

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48. Describes the state of data that is visible.






49. 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.






50. Floating-point numbers.