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. The snarled - unstructured program logic.






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






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






4. Describes the extra resources a task requires.






5. 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.






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






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






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






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






10. The documentation that is outside a coded program.






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






12. One that represents only one of two states - usually expressed as true or false.






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






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






15. A literal numeric or string value.






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






17. Contains all the statements in the module.

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18. the process of finding and correcting program errors.






19. The documentation within a coded program.






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






21. 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.






22. The act of testing a value.






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






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






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






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






27. Floating-point numbers.






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






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






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






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






32. A named memory location whose value can vary.






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






34. A variable's name.






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






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






37. 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.






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






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






40. 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.






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






42. A whole number.






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






44. A repetition of a series of steps.






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






46. Occurs when repeating logic cannot end.






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






48. Number is a number with decimal places.






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






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