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






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






3. A whole number.






4. The snarled - unstructured program logic.






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






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






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






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






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






10. Contains all the statements in the module.

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






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






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






14. The documentation within a coded program.






15. A variable's name.






16. A literal numeric or string value.






17. A logical feature in which expressions in each part of a larger expression are evaluated are evaluated only as far as necessary to determine the final outcome.






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






19. End of file.






20. Describes the extra resources a task requires.






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






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






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






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






25. 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.






26. 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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27. 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.






28. 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.






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






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






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






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






33. 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.






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






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






36. The act of testing a value.






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






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






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






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






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






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






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






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






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






46. Describes the state of data that is visible.






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






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






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






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