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






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






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






4. 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.






5. The act of testing a value.






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






7. A literal numeric or string value.






8. Occurs when repeating logic cannot end.






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






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






11. The documentation within a coded program.






12. A variable's name.






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






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






15. Describes the state of data that is visible.






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






17. A named memory location whose value can vary.






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






19. 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.






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






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






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






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






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






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






26. A specific numeric value.






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






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






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






31. Floating-point numbers.






32. 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.






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






34. 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.






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






36. 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.






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






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






39. 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.






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






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






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






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






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






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






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






47. the process of finding and correcting program errors.






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






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






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







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