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






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






3. 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.






4. 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.






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






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






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






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






9. 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.






10. 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.






11. the process of finding and correcting program errors.






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






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






14. 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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15. All the text - numbers - and other information processed by computer.






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






17. Floating-point numbers.






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






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






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






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






22. 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.






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






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






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






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






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






28. The act of testing a value.






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






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






31. A whole number.






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






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






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






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






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






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






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






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






40. 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.






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






42. The documentation within a coded program.






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






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






45. A named memory location whose value can vary.






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






47. A repetition of a series of steps.






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






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






50. A literal numeric or string value.