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






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






3. 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.






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






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






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






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






8. Describes the state of data that is visible.






9. 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.






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






11. 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.






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






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






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






15. The act of testing a value.






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






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






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






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






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






21. A specific numeric value.






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






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






24. Describes the extra resources a task requires.






25. the process of finding and correcting program errors.






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






27. The documentation within a coded program.






28. The snarled - unstructured program logic.






29. A variable's name.






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






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






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






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






34. End of file.






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






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






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






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






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






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






41. 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.






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






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






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






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






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






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






48. Contains all the statements in the module.

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49. Occurs when repeating logic cannot end.






50. A repetition of a series of steps.







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