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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 stat of data items when a module can recognize them.






2. A whole number.






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






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






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






6. the process of finding and correcting program errors.






7. A named memory location whose value can vary.






8. 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.






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






10. A specific numeric value.






11. A variable's name.






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






13. 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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14. Occurs when repeating logic cannot end.






15. 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.






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






17. Describes the state of data that is visible.






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






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






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






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






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






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






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






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






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






27. 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.






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






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






30. The snarled - unstructured program logic.






31. 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.






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






33. A repetition of a series of steps.






34. 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.






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






36. End of file.






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






38. The documentation that is outside a coded program.






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






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






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






42. The act of testing a value.






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






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






45. A literal numeric or string value.






46. Floating-point numbers.






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






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






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






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







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