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






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






3. 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.






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






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






6. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


7. End of file.






8. 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.






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






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






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






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






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






14. The snarled - unstructured program logic.






15. the process of finding and correcting program errors.






16. A repetition of a series of steps.






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






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






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






20. 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.






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






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






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






24. A variable's name.






25. Describes the state of data that is visible.






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






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






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






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






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






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






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






33. Contains all the statements in the module.

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






35. 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.






36. Describes the extra resources a task requires.






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






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






39. A whole number.






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






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






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






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






44. Occurs when repeating logic cannot end.






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






46. Floating-point numbers.






47. 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.






48. 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.






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






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