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 variable's name.






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






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






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






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






6. 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.






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






8. The documentation that is outside a coded program.






9. The snarled - unstructured program logic.






10. The documentation within a coded program.






11. End of file.






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






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






15. A repetition of a series of steps.






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






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






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






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






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






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






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






23. 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.






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






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






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






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






28. 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.






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






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






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






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






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






34. Contains all the statements in the module.

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35. 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.






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






37. The act of testing a value.






38. Number is a number with decimal places.






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






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






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






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






43. 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.






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






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






46. Floating-point numbers.






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






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






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






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