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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. A variable's name.
String constant
Identifier
Sentinel value
Reusability
2. A specific numeric value.
Numeric constant
Output symbol
Assignment statement
Modularization
3. Hold the action that results when the Boolean expression in the decision is true.
Unnamed constant
Then-Clause of a decision
Hierarchy chart
Modularization
4. All the text - numbers - and other information processed by computer.
End-of-job tasks
Data items
I-value
Sequence structure
5. The process of breaking down a program into modules.
Sentinel value
Abstraction
Modularization
Semantic error
6. The entire set of actions an organization must take to switch to using a new program or set of programs.
Assignment operator
Functional cohesion module
Conversion
Assignment statement
7. 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.
Numeric constant
Debugging
Program Development cycle
Processing symbol
8. A repetition of a series of steps.
Loop
Output
Alphanumeric values
Input symbol
9. Occurs when a correct word is used in an incorrect context.
Output
I-value
Internal documentation
Semantic error
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.
Stack
Camel casing
Mainline logic
External documentation
11. The documentation that is outside a coded program.
String variable
Functional cohesion module
Assignment statement
External documentation
12. Number is a number with decimal places.
Floating point
Named constant
Boolean expression
External documentation
13. The documentation within a coded program.
Module's return statement
Internal documentation
Reliability
Variable
14. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Input
End-of-job tasks
Processing symbol
Making declarations or declaring variables
15. The act of containing a task's instructions in a module.
Conversion
Module's return statement
Loop
Encapsulation
16. Occurs when repeating logic cannot end.
Visible
Infinite loop
Functional cohesion module
Named constant
17. Programs that do not follow the rules of structured logic.
Variable
Functional cohesion module
Unstructured programs
Numeric constant
18. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
Local
Decision symbol
Identifier
19. One that represents only one of two states - usually expressed as true or false.
I-value
Sequence structure
Boolean expression
Truth tables
20. runs from start to stop and calls other modules.
Hierarchy chart
Main program
Debugging
Goto-less programming
21. 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.
Alphanumeric values
Data type
Sentinel value
Overhead
22. 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.
Annotation symbol
TOE chart
Abstraction
Decision symbol
23. A statement that provides a data type and an identifier for a variable.
Identifier
String variable
Declaration
End-of-job tasks
24. A preselected value that stops the execution of a program.
Decision symbol
Unstructured programs
Sentinel value
Reusability
25. 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.
Magic number
Detail loop tasks
Numeric variable
IPO chart
26. A program development tool that delineates input - processing and outputs tasks.
Semantic error
Infinite loop
IPO chart
Documentation
27. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
End-of-job tasks
Identifier
Internal documentation
28. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Semantic error
Else-Clause
Input symbol
Encapsulation
29. Consists of all the supporting paperwork for a program.
Algorithm
Floating point
Documentation
Unstructured programs
30. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Input symbol
Modules
Truth tables
I-value
31. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Short-circuit evaluation
Goto-less programming
Assignment statement
Numeric variable
32. 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.
Integer
Short-circuit evaluation
String variable
Mnemonic
33. A measure of the degree to which all the module statements contribute to the same task.
Integer
In scope
Data type
Functional cohesion module
34. The act of assigning its first value - often at the same time the variable is created.
Then-Clause of a decision
Initializing a variable
Making declarations or declaring variables
Assignment operator
35. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Then-Clause of a decision
Documentation
Spaghetti code
36. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Encapsulation
Short-circuit evaluation
Modules
Annotation symbol
37. the process of finding and correcting program errors.
Debugging
Abstraction
Then-Clause of a decision
Magic number
38. A preselected value that stops the execution of a program.
Input symbol
Mainline logic
Assignment statement
Dummy value
39. Can contain alphabetic characters - numbers - and punctuation.
Alphanumeric values
Goto-less programming
Integer
Initializing a variable
40. A specific group of characters enclosed within quotation marks.
String constant
Main program
Annotation symbol
Camel casing
41. The feature of modular programs that allows individual modules to be used in a variety of applications.
Hierarchy chart
Abstraction
Reusability
Semantic error
42. Describes variables that are declared within the module that uses them.
Goto-less programming
Spaghetti code
Annotation symbol
Local
43. Floating-point numbers.
Unnamed constant
Real numbers
Numeric variable
Conditional and Operator
44. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Camel casing
Numeric variable
Variable
45. Indicates and output operation and is represented by a parallelogram in flowcharts.
Annotation symbol
Program Development cycle
Processing symbol
TOE chart
46. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
External documentation
Main program
Variable
47. 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.
Output
Functional cohesion module
End-of-job tasks
Infinite loop
48. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Truth tables
Numeric constant
Encapsulation
49. A named memory location whose value can vary.
Alphanumeric values
Debugging
In scope
Variable
50. An unnamed constant whose purpose is not immediately apparent.
Magic number
Mnemonic
Annotation symbol
Identifier