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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 finding and correcting program errors.






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






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






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






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






7. Number is a number with decimal places.






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






9. The documentation that is outside a coded program.






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






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






12. 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.






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






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






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






16. 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.






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






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






19. End of file.






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






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






22. A named memory location whose value can vary.






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






24. 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.






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






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






27. A repetition of a series of steps.






28. 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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29. The memory address identifier to left of an assignment operator.






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






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






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






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






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






35. The snarled - unstructured program logic.






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






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






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






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






40. The act of testing a value.






41. 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.






42. 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.






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






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






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






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






47. Contains all the statements in the module.

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48. A whole number.






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






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







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