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 documentation within a coded program.






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






3. End of file.






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






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






6. A repetition of a series of steps.






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






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






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






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






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






12. 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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13. The act of testing a value.






14. A variable's name.






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






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






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






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






19. 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.






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






21. 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.






22. A specific numeric value.






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






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






25. The snarled - unstructured program logic.






26. The documentation that is outside a coded program.






27. A literal numeric or string value.






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






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






30. 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.






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






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






33. 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.






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






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






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






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






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






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






40. A whole number.






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






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






43. Describes the state of data that is visible.






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






45. the process of finding and correcting program errors.






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






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






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






49. 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.






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