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






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






3. 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.






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






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






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






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






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






9. 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.






10. A variable's name.






11. The documentation that is outside a coded program.






12. 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.






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






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






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






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






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






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. runs from start to stop and calls other modules.






20. 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.






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






22. A specific numeric value.






23. Contains all the statements in the module.

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24. End of file.






25. 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.






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






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






28. 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.






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






30. 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.






31. A whole number.






32. The act of testing a value.






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






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






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






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






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






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






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






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






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






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






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






44. 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.






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






46. Describes the extra resources a task requires.






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






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






49. 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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50. The memory address identifier to left of an assignment operator.







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