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






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






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






4. the process of finding and correcting program errors.






5. The documentation that is outside a coded program.






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






7. The documentation within a coded program.






8. 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.






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






10. End of file.






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






12. A variable's name.






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






14. A named memory location whose value can vary.






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






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






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






18. 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.






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






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






21. Floating-point numbers.






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






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






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 variables that are declared within the module that uses them.






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






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






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






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






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






31. A whole number.






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






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






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






35. A repetition of a series of steps.






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






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






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






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






41. The act of testing a value.






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






43. Occurs when repeating logic cannot end.






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






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






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






47. Contains all the statements in the module.

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






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






50. 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.







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