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






2. Describes the state of data that is visible.






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






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






5. 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.






6. Describes the extra resources a task requires.






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






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






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






10. 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.






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






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






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






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






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






16. A whole number.






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






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






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






20. A literal numeric or string value.






21. 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.






22. Number is a number with decimal places.






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






24. End of file.






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






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






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






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






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






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






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






32. 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.






33. Occurs when repeating logic cannot end.






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






35. A repetition of a series of steps.






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






37. 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.






38. The documentation within a coded program.






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






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






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






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






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






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






45. 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.






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






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






48. Floating-point numbers.






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






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






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