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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 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.






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






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






4. 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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5. Describes the state of data that is visible.






6. 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.






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






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






9. 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.






10. The documentation within a coded program.






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






12. The documentation that is outside a coded program.






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






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






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






16. 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.






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






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






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






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






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






22. Floating-point numbers.






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






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






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






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






27. A specific numeric value.






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






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






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






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






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






33. A literal numeric or string value.






34. Occurs when repeating logic cannot end.






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






36. Contains all the statements in the module.

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






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






39. 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.






40. A named memory location whose value can vary.






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






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






43. A whole number.






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






45. 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.






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






47. the process of finding and correcting program errors.






48. The act of testing a value.






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






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