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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. A named memory location whose value can vary.






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






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






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






5. 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.






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






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






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






9. A repetition of a series of steps.






10. The act of testing a value.






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






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






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






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






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






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






17. Contains all the statements in the module.

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18. 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.






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






20. Describes the extra resources a task requires.






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






22. A specific numeric value.






23. 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.






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






25. 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.






26. End of file.






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






28. 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.






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






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






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






32. 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.






33. 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.






34. A variable's name.






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






36. 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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37. 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.






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






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






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






41. 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.






42. Number is a number with decimal places.






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






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






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






46. Describes the state of data that is visible.






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






48. The documentation within a coded program.






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






50. The documentation that is outside a coded program.







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