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






2. Contains all the statements in the module.

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






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






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






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






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






8. 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.






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






10. 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.






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






12. 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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13. The memory address identifier to left of an assignment operator.






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






15. A variable's name.






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






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






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






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






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






21. A repetition of a series of steps.






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






23. End of file.






24. The act of testing a value.






25. The documentation that is outside a coded program.






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






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






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






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






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






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






32. Describes the state of data that is visible.






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






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






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






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






37. A whole number.






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






39. 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.






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






41. Describes the extra resources a task requires.






42. The snarled - unstructured program logic.






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






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






45. 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.






46. 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.






47. the process of finding and correcting program errors.






48. A specific numeric value.






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






50. 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.