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






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






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






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






5. A variable's name.






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






7. The documentation that is outside 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. Describes variables that are declared within the module that uses them.






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






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






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






13. A literal numeric or string value.






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






15. A specific numeric value.






16. A repetition of a series of steps.






17. The documentation within a coded program.






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






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






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






21. 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.






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






23. The snarled - unstructured program logic.






24. the process of finding and correcting program errors.






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






26. Number is a number with decimal places.






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






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






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






30. End of file.






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






32. 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.






33. 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.






34. A whole number.






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






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






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






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






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






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






41. Contains all the statements in the module.

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






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






44. Floating-point numbers.






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






46. 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.






47. The act of testing a value.






48. 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.






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






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