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. 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.






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






4. Occurs when repeating logic cannot end.






5. 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.






6. 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.






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






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






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






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






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






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






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






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






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






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






17. Describes the extra resources a task requires.






18. A repetition of a series of steps.






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






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






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






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






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






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






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






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






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






28. 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.






29. A named memory location whose value can vary.






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






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






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






33. Contains all the statements in the module.

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






35. A specific numeric value.






36. A whole number.






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






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






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






40. 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.






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






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






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






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






45. the process of finding and correcting program errors.






46. End of file.






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






48. Describes the state of data that is visible.






49. 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.






50. A literal numeric or string value.