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Test your basic knowledge |
Programming Logic And Design
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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. The feature of modular programs that allows individual modules to be used in a variety of applications.
Variable
Algorithm
Reusability
Unnamed constant
2. 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.
String variable
Short-circuit evaluation
Annotation symbol
Conversion
3. A named memory location whose value can vary.
Variable
Overhead
Algorithm
Output symbol
4. The equal sign; it is used to assign a value to variable or constant on its left.
Magic number
Short-circuit evaluation
Mnemonic
Assignment operator
5. Indicates an output operation and is represented by a parallelogram in flowcharts.
Local
Output symbol
EOF
Spaghetti code
6. The act of containing a task's instructions in a module.
Output
Encapsulation
External documentation
Decision symbol
7. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Short-circuit evaluation
Modularization
Stack
Else-Clause
8. A diagram that illustrated modules relationships to each other.
Infinite loop
Hierarchy chart
Variable
Visible
9. A literal numeric or string value.
Numeric variable
Sentinel value
String variable
Unnamed constant
10. A statement that provides a data type and an identifier for a variable.
Numeric constant
Declaration
Modularization
Hierarchy chart
11. Includes the module identifier and possibly other necessary identifying information.
In scope
Mainline logic
Debugging
TOE chart
12. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Data items
External documentation
Integer
13. A measure of the degree to which all the module statements contribute to the same task.
Abstraction
Stack
Functional cohesion module
Real numbers
14. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Algorithm
Data items
Dummy value
15. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Output
Visible
Else-Clause
16. A program development tool that lists tasks - objects - and events.
TOE chart
IPO chart
Data type
Data items
17. The snarled - unstructured program logic.
Sequence structure
Spaghetti code
String variable
Functional cohesion module
18. 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
Assignment operator
Housekeeping tasks
Annotation symbol
19. A repetition of a series of steps.
Reusability
Unstructured programs
Loop
Output
20. The process of breaking down a program into modules.
Functional cohesion module
Modularization
String constant
Else-Clause
21. the process of finding and correcting program errors.
Housekeeping tasks
Debugging
Output symbol
Encapsulation
22. Occurs when a correct word is used in an incorrect context.
Truth tables
Semantic error
Mainline logic
Assignment operator
23. Programs that do not follow the rules of structured logic.
Else-Clause
Modularization
Debugging
Unstructured programs
24. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Real numbers
I-value
Mnemonic
Data items
25. Hold the steps you take at the end of the program to finish the application.
External documentation
Short-circuit evaluation
Goto-less programming
End-of-job tasks
26. 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.
Overhead
Program Development cycle
Output symbol
Local
27. End of file.
Making decision
Modularization
Internal documentation
EOF
28. A whole number.
Assignment operator
Declaration
Data items
Integer
29. 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
30. A preselected value that stops the execution of a program.
Modularization
Processing symbol
Numeric constant
Dummy value
31. The documentation within a coded program.
Pascal casing
Hierarchy chart
Internal documentation
Short-circuit evaluation
32. Indicates and output operation and is represented by a parallelogram in flowcharts.
Processing symbol
Data items
Output
Identifier
33. Action is taken only when the Boolean expression in the decision is true.
Modules
Named constant
Processing symbol
If-Then - decision structure
34. 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.
Mnemonic
Abstraction
Main program
Output
35. The sequence of steps necessary to solve any problem.
Conversion
Camel casing
TOE chart
Algorithm
36. Consists of all the supporting paperwork for a program.
Module's return statement
Documentation
Decision symbol
String constant
37. A preselected value that stops the execution of a program.
Goto-less programming
Numeric constant
Variable
Sentinel value
38. A variable's name.
Identifier
Conversion
Declaration
I-value
39. Describes the extra resources a task requires.
Processing symbol
Else-Clause
Named constant
Overhead
40. The act of testing a value.
Input
Main program
Assignment statement
Making decision
41. Can contain alphabetic characters - numbers - and punctuation.
If-Then - decision structure
TOE chart
Alphanumeric values
Input symbol
42. Describes variables that are declared within the module that uses them.
Declaration
Module's body
Local
Assignment operator
43. 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.
Floating point
Reusability
Sentinel value
Numeric variable
44. An unnamed constant whose purpose is not immediately apparent.
Named constant
Pascal casing
Input symbol
Magic number
45. Describes the stat of data items when a module can recognize them.
Module's body
Magic number
Visible
Pascal casing
46. Occurs when repeating logic cannot end.
String constant
Infinite loop
Variable
IPO chart
47. The entire set of actions an organization must take to switch to using a new program or set of programs.
Variable
Main program
Conversion
Encapsulation
48. Describes the state of data that is visible.
Floating point
Boolean expression
Internal documentation
In scope
49. Indicates an input operation and is represented by a parallelogram in flowcharts.
Floating point
Debugging
Unnamed constant
Input symbol
50. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Mainline logic
Named constant
Main program
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