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






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






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






4. A variable's name.






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






6. End of file.






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






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






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






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






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






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






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






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






15. The documentation within a coded program.






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






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






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






19. Contains all the statements in the module.

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






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






22. 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.






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






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






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






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






27. 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.






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. 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.






30. A literal numeric or string value.






31. 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.






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






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






34. Floating-point numbers.






35. Occurs when repeating logic cannot end.






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






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






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






39. Number is a number with decimal places.






40. Describes the extra resources a task requires.






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






42. 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


43. 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.






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






45. the process of finding and correcting program errors.






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






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






48. The snarled - unstructured program logic.






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






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