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






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






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






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






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






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






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






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






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






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






11. 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.






12. A repetition of a series of steps.






13. Describes the state of data that is visible.






14. the process of finding and correcting program errors.






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






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






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






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






20. 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.






21. Number is a number with decimal places.






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






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






24. 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.






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






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






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






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






29. Describes the extra resources a task requires.






30. The documentation within a coded program.






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






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






33. 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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34. Occurs when repeating logic cannot end.






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






36. A variable's name.






37. The act of testing a value.






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






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






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






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






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






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






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






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






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






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






48. A named memory location whose value can vary.






49. 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.






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







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