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






3. A whole number.






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






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






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






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






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






9. Occurs when repeating logic cannot end.






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






11. Describes the state of data that is visible.






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






13. A specific numeric value.






14. A literal numeric or string value.






15. The documentation within a coded program.






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






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






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






19. Contains all the statements in the module.

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






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






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






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






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






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






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






27. Floating-point numbers.






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






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






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






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






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






33. A variable's name.






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






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






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






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






38. 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.






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






40. Includes the module identifier and possibly other necessary identifying information.






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






42. 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.






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






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






45. End of file.






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






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






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






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






50. Describes the extra resources a task requires.