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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. End of file.






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






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






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






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






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






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






9. 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.






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






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






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






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






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






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






16. 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.






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






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






19. The act of testing a value.






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






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






22. A repetition of a series of steps.






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






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






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






26. A literal numeric or string value.






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






28. Describes the extra resources a task requires.






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






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






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






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






33. Floating-point numbers.






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






35. 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.






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






37. The snarled - unstructured program logic.






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






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






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






41. The documentation that is outside a coded program.






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






43. A variable's name.






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






45. the process of finding and correcting program errors.






46. Contains all the statements in the module.

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






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






49. 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.






50. 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.