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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. The act of containing a task's instructions in a module.
Pascal casing
Mainline logic
Encapsulation
Sequence structure
2. End of file.
EOF
Module's return statement
Identifier
Mainline logic
3. 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.
Mainline logic
Debugging
Processing symbol
Annotation symbol
4. Hold the action that results when the Boolean expression in the decision is true.
Overhead
Then-Clause of a decision
Conversion
Reliability
5. A statement that provides a data type and an identifier for a variable.
I-value
Conditional and Operator
Declaration
Overhead
6. A diagram that illustrated modules relationships to each other.
Making declarations or declaring variables
Unnamed constant
Hierarchy chart
String variable
7. 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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8. A measure of the degree to which all the module statements contribute to the same task.
Magic number
String constant
Functional cohesion module
Dummy value
9. The memory address identifier to left of an assignment operator.
Abstraction
Camel casing
I-value
Housekeeping tasks
10. The equal sign; it is used to assign a value to variable or constant on its left.
TOE chart
Data type
Truth tables
Assignment operator
11. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Unnamed constant
Spaghetti code
Debugging
12. The sequence of steps necessary to solve any problem.
Then-Clause of a decision
Algorithm
Unnamed constant
Modules
13. A variable's name.
Debugging
Encapsulation
Identifier
String constant
14. Floating-point numbers.
Conversion
Terminal symbol or start /stop symbol
Real numbers
Truth tables
15. A named memory location whose value can vary.
Loop
Variable
Stack
Numeric variable
16. 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.
Truth tables
Output
Making decision
External documentation
17. Can hold text that includes letters - digits - and special characters such as punctuation marks.
I-value
String variable
Internal documentation
Output
18. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Modules
Truth tables
IPO chart
Assignment operator
19. The act of testing a value.
Input
IPO chart
Making decision
Annotation symbol
20. A program include the steps that are repeated for each set of input data.
Internal documentation
Data items
Making decision
Detail loop tasks
21. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Spaghetti code
Conditional and Operator
Mainline logic
22. Indicates and output operation and is represented by a parallelogram in flowcharts.
Output symbol
Processing symbol
Conversion
Dummy value
23. An unnamed constant whose purpose is not immediately apparent.
Named constant
Infinite loop
External documentation
Magic number
24. A specific group of characters enclosed within quotation marks.
String constant
Overhead
Algorithm
Documentation
25. runs from start to stop and calls other modules.
Identifier
Main program
I-value
Annotation symbol
26. Can contain alphabetic characters - numbers - and punctuation.
Then-Clause of a decision
Alphanumeric values
Encapsulation
Magic number
27. Occurs when repeating logic cannot end.
Infinite loop
Floating point
Boolean expression
Documentation
28. Includes the module identifier and possibly other necessary identifying information.
Module's body
Main program
Identifier
Mainline logic
29. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Program Development cycle
TOE chart
Assignment operator
30. A program development tool that delineates input - processing and outputs tasks.
Conversion
Abstraction
IPO chart
Stack
31. Describes the process of naming variables and assigning data type to them.
Documentation
Goto-less programming
Making declarations or declaring variables
Making decision
32. Consists of all the supporting paperwork for a program.
Program Development cycle
Documentation
Unnamed constant
Output
33. Describes the extra resources a task requires.
Processing symbol
Camel casing
Algorithm
Overhead
34. The documentation that is outside a coded program.
Reliability
Dummy value
I-value
External documentation
35. The entire set of actions an organization must take to switch to using a new program or set of programs.
Spaghetti code
Making declarations or declaring variables
Declaration
Conversion
36. A preselected value that stops the execution of a program.
Semantic error
String variable
Dummy value
Magic number
37. 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.
Declaration
Reliability
Pascal casing
String constant
38. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Decision symbol
Input symbol
Assignment statement
Unstructured programs
39. Describes the state of data that is visible.
Processing symbol
Documentation
Housekeeping tasks
In scope
40. 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.
Assignment operator
IPO chart
Data type
Numeric variable
41. Number is a number with decimal places.
Data items
Truth tables
Floating point
Decision symbol
42. A specific numeric value.
Spaghetti code
Magic number
Numeric constant
Detail loop tasks
43. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Named constant
Debugging
Mnemonic
Program Development cycle
44. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Conditional and Operator
Stack
End-of-job tasks
TOE chart
45. Hold the steps you take at the end of the program to finish the application.
Output
Reliability
Goto-less programming
End-of-job tasks
46. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Numeric constant
Declaration
Decision symbol
47. 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.
Modules
Data type
Encapsulation
Alphanumeric values
48. The similar to variable - except that its value cannot change after the first assignment.
In scope
Making declarations or declaring variables
Named constant
Mainline logic
49. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
String variable
Then-Clause of a decision
Visible
Input
50. A literal numeric or string value.
Overhead
Housekeeping tasks
Unnamed constant
Else-Clause