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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. Contains all the statements in the module.

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






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






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






5. A variable's name.






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






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






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






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






10. End of file.






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






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






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






14. Describes the state of data that is visible.






15. 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.






16. The act of testing a value.






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






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






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






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






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






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






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






24. 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.






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






26. A named memory location whose value can vary.






27. The documentation within a coded program.






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






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






30. A whole number.






31. Number is a number with decimal places.






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






33. 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.






34. 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.






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






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






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






38. The documentation that is outside a coded program.






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






40. 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.






41. the process of finding and correcting program errors.






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






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






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






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






46. Occurs when repeating logic cannot end.






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






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






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






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