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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. A diagram that illustrated modules relationships to each other.






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






3. A repetition of a series of steps.






4. Describes the extra resources a task requires.






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






6. 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.






7. A literal numeric or string value.






8. A variable's name.






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






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






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






12. Number is a number with decimal places.






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






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






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






16. 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.






17. 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.






18. A whole number.






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






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






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






22. The snarled - unstructured program logic.






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






24. 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.






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






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






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






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






30. The documentation within a coded program.






31. Contains all the statements in the module.

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






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






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






35. The act of testing a value.






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






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






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






39. 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.






40. Describes the state of data that is visible.






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






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






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






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






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






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






47. 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.






48. End of file.






49. 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.






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







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