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






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






3. A whole number.






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






5. A literal numeric or string value.






6. End of file.






7. The documentation within a coded program.






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






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






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






12. The act of testing a value.






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






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






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






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






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






18. Contains all the statements in the module.

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19. Floating-point numbers.






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






21. A named memory location whose value can vary.






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






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






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






25. 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.






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






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






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






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






30. 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.






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






32. 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.






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






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






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






36. The snarled - unstructured program logic.






37. 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.






38. 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.






39. A specific numeric value.






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






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






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






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






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






45. Describes the state of data that is visible.






46. 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.






47. A repetition of a series of steps.






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






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






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