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Test your basic knowledge |
Programming Logic And Design
Start Test
Study First
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. Programs that do not follow the rules of structured logic.
Unstructured programs
Sequence structure
Program Development cycle
Detail loop tasks
2. Consists of all the supporting paperwork for a program.
Annotation symbol
Stack
Documentation
String constant
3. A statement that provides a data type and an identifier for a variable.
Conditional and Operator
Declaration
TOE chart
Truth tables
4. Hold the action that results when the Boolean expression in the decision is true.
End-of-job tasks
Then-Clause of a decision
Else-Clause
Conversion
5. Indicates an output operation and is represented by a parallelogram in flowcharts.
Mainline logic
Output symbol
Hierarchy chart
End-of-job tasks
6. Hold the steps you take at the end of the program to finish the application.
Declaration
End-of-job tasks
TOE chart
Mainline logic
7. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Conditional and Operator
Assignment operator
String constant
8. Contains all the statements in the module.
9. All the text - numbers - and other information processed by computer.
Semantic error
Named constant
Data items
Sentinel value
10. 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.
Named constant
String variable
Program Development cycle
Camel casing
11. The sequence of steps necessary to solve any problem.
Semantic error
Algorithm
Boolean expression
Output symbol
12. The documentation that is outside a coded program.
String constant
Functional cohesion module
External documentation
Overhead
13. 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.
IPO chart
Output
Pascal casing
Data items
14. A repetition of a series of steps.
Conversion
Mnemonic
Short-circuit evaluation
Loop
15. The memory address identifier to left of an assignment operator.
I-value
Modularization
Else-Clause
Sequence structure
16. 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.
Local
Main program
Short-circuit evaluation
I-value
17. Occurs when repeating logic cannot end.
Numeric constant
Modularization
Magic number
Infinite loop
18. the process of finding and correcting program errors.
Debugging
Overhead
Processing symbol
Initializing a variable
19. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Encapsulation
Housekeeping tasks
Processing symbol
Unstructured programs
20. A measure of the degree to which all the module statements contribute to the same task.
Making decision
Named constant
Mnemonic
Functional cohesion module
21. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Decision symbol
Variable
Stack
Hierarchy chart
22. Can contain alphabetic characters - numbers - and punctuation.
Alphanumeric values
I-value
Then-Clause of a decision
IPO chart
23. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Camel casing
EOF
Real numbers
24. A diagram that illustrated modules relationships to each other.
Else-Clause
Hierarchy chart
String constant
End-of-job tasks
25. Describes the process of naming variables and assigning data type to them.
Floating point
Magic number
Mnemonic
Making declarations or declaring variables
26. One that represents only one of two states - usually expressed as true or false.
Encapsulation
Boolean expression
Short-circuit evaluation
Initializing a variable
27. Describes the state of data that is visible.
In scope
I-value
Integer
Floating point
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.
Debugging
Conditional and Operator
Variable
Program Development cycle
29. A program development tool that lists tasks - objects - and events.
Numeric variable
TOE chart
Pascal casing
Unstructured programs
30. The feature of modular programs that allows individual modules to be used in a variety of applications.
Abstraction
Reusability
Named constant
Mainline logic
31. 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.
Module's body
Then-Clause of a decision
Assignment statement
Output
32. Describes the stat of data items when a module can recognize them.
Visible
Numeric constant
Initializing a variable
I-value
33. A preselected value that stops the execution of a program.
Sentinel value
Reliability
Mainline logic
Making decision
34. A specific numeric value.
Identifier
Numeric constant
Mainline logic
Goto-less programming
35. An unnamed constant whose purpose is not immediately apparent.
Making declarations or declaring variables
Local
Integer
Magic number
36. Describes variables that are declared within the module that uses them.
Local
Assignment statement
Detail loop tasks
Input symbol
37. The act of testing a value.
Modularization
Sequence structure
Detail loop tasks
Making decision
38. End of file.
EOF
Modularization
Reliability
Making decision
39. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Short-circuit evaluation
Local
Declaration
40. The snarled - unstructured program logic.
End-of-job tasks
Spaghetti code
Alphanumeric values
Annotation symbol
41. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Terminal symbol or start /stop symbol
Mnemonic
External documentation
Infinite loop
42. Indicates and output operation and is represented by a parallelogram in flowcharts.
EOF
Processing symbol
Data items
End-of-job tasks
43. Occurs when a correct word is used in an incorrect context.
Reusability
Named constant
Real numbers
Semantic error
44. A program development tool that delineates input - processing and outputs tasks.
IPO chart
String variable
Modularization
Detail loop tasks
45. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Numeric variable
Loop
Truth tables
Alphanumeric values
46. Action is taken only when the Boolean expression in the decision is true.
I-value
Unstructured programs
Making decision
If-Then - decision structure
47. A named memory location whose value can vary.
TOE chart
Variable
Making declarations or declaring variables
Mainline logic
48. A specific group of characters enclosed within quotation marks.
Truth tables
Decision symbol
String constant
Spaghetti code
49. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
Unstructured programs
Spaghetti code
External documentation
50. 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.
Data type
Processing symbol
Encapsulation
Detail loop tasks