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. 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.






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






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






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






5. the process of finding and correcting program errors.






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






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






8. Contains all the statements in the module.

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






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






11. Floating-point numbers.






12. A named memory location whose value can vary.






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






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






15. A whole number.






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






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






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






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






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






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






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






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






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






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






26. 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.






27. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






29. 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.






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






31. 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.






32. End of file.






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






34. 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.






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






36. 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.






37. A repetition of a series of steps.






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






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






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






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






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






43. 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.






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






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






46. Number is a number with decimal places.






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






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






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






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