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






2. 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.






3. A named memory location whose value can vary.






4. The documentation within a coded program.






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






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






7. 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.






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






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






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






11. Describes the state of data that is visible.






12. the process of finding and correcting program errors.






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






14. 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.






15. The documentation that is outside a coded program.






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






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






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






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






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






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






22. Occurs when repeating logic cannot end.






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






24. The act of testing a value.






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






26. A variable's name.






27. 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.






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






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






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






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






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






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






34. 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.






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






36. 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.






37. A literal numeric or string value.






38. Floating-point numbers.






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


40. A whole number.






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






42. Contains all the statements in the module.

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






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






45. A specific numeric value.






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






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






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






49. 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.






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