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






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






3. 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


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






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






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






7. The act of testing a value.






8. 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.






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






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






11. 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.






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






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






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






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






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






17. End of file.






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






19. 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.






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






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






22. Floating-point numbers.






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






24. 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.






25. Describes the state of data that is visible.






26. A literal numeric or string value.






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






28. 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.






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






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






31. the process of finding and correcting program errors.






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






33. 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.






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






35. The documentation that is outside a coded program.






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






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






38. A specific numeric value.






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






40. A named memory location whose value can vary.






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






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






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






44. The snarled - unstructured program logic.






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






46. 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.






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






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






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






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