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






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






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






4. Occurs when repeating logic cannot end.






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






6. Describes the state of data that is visible.






7. 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.






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






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






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






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






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






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






14. The documentation within a coded program.






15. The act of testing a value.






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






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






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






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






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






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






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






24. 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.






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






26. Describes the extra resources a task requires.






27. 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.






28. The documentation that is outside a coded program.






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






30. A literal numeric or string value.






31. A whole number.






32. End of file.






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






34. the process of finding and correcting program errors.






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






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






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






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






39. Number is a number with decimal places.






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






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






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






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






44. A specific numeric value.






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






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






47. The snarled - unstructured program logic.






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






49. Floating-point numbers.






50. A variable's name.