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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. The documentation within a coded program.






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






3. Describes the state of data that is visible.






4. A whole number.






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






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






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






8. 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.






9. Occurs when repeating logic cannot end.






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






11. 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.






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






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






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






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






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






17. The act of testing a value.






18. 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.






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






20. 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.






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






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






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






24. Number is a number with decimal places.






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






26. 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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27. The memory address identifier to left of an assignment operator.






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






29. A named memory location whose value can vary.






30. A specific numeric value.






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






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






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






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






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






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






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






38. Contains all the statements in the module.

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39. The snarled - unstructured program logic.






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






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






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






43. Describes the extra resources a task requires.






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






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






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






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






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






49. Floating-point numbers.






50. 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.







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