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






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






3. A literal numeric or string value.






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






5. Floating-point numbers.






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






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






8. Describes the extra resources a task requires.






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






10. A variable's name.






11. the process of finding and correcting program errors.






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






13. 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.






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






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






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






17. A named memory location whose value can vary.






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






19. 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.






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






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






22. 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.






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






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






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






26. A specific numeric value.






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






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






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






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






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






32. Occurs when repeating logic cannot end.






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






34. End of file.






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






36. 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.






37. 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.






38. A repetition of a series of steps.






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






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






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






42. 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.






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






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






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






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






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






48. 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.






49. 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.






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







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