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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. 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.






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






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






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






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






7. The documentation that is outside a coded program.






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






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






10. 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.






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






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






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






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






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






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






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






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






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






20. A whole number.






21. Number is a number with decimal places.






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






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






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






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






26. 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.






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






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






29. Describes the state of data that is visible.






30. The snarled - unstructured program logic.






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






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






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






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






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






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






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






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






39. Occurs when repeating logic cannot end.






40. The documentation within a coded program.






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






42. 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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43. 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.






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






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






46. A variable's name.






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






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






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






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







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