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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 diagram that illustrated modules relationships to each other.
Abstraction
Truth tables
Hierarchy chart
Terminal symbol or start /stop symbol
2. The entire set of actions an organization must take to switch to using a new program or set of programs.
Conversion
Pascal casing
Camel casing
Detail loop tasks
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.
Input
Modules
Magic number
Numeric variable
4. A statement that provides a data type and an identifier for a variable.
Floating point
Overhead
Program Development cycle
Declaration
5. Includes the module identifier and possibly other necessary identifying information.
Input
Truth tables
Magic number
Mainline logic
6. A preselected value that stops the execution of a program.
Declaration
Dummy value
Camel casing
Module's return statement
7. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Loop
Sequence structure
Else-Clause
Mainline logic
8. The feature of modular programs that assures you a module has been tested and proven to function correctly.
End-of-job tasks
In scope
Stack
Reliability
9. The sequence of steps necessary to solve any problem.
Conversion
Housekeeping tasks
Numeric constant
Algorithm
10. A specific numeric value.
Then-Clause of a decision
Numeric constant
Sentinel value
Output symbol
11. Consists of all the supporting paperwork for a program.
TOE chart
Making declarations or declaring variables
Documentation
Input
12. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Module's return statement
Abstraction
Debugging
Goto-less programming
13. The act of assigning its first value - often at the same time the variable is created.
Declaration
Initializing a variable
TOE chart
Assignment statement
14. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Assignment statement
Functional cohesion module
Truth tables
Variable
15. 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.
Modularization
Sequence structure
Spaghetti code
IPO chart
16. The act of testing a value.
Making decision
Functional cohesion module
Declaration
Truth tables
17. Indicates and output operation and is represented by a parallelogram in flowcharts.
Processing symbol
Annotation symbol
Conversion
Decision symbol
18. One that represents only one of two states - usually expressed as true or false.
Input
Identifier
Boolean expression
Terminal symbol or start /stop symbol
19. Occurs when repeating logic cannot end.
Floating point
Module's body
Infinite loop
Overhead
20. Indicates an output operation and is represented by a parallelogram in flowcharts.
Numeric constant
Output symbol
Identifier
Truth tables
21. 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
22. A program development tool that delineates input - processing and outputs tasks.
Variable
Local
Algorithm
IPO chart
23. Programs that do not follow the rules of structured logic.
Internal documentation
Unstructured programs
Sentinel value
String variable
24. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
IPO chart
I-value
Declaration
25. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Detail loop tasks
Pascal casing
Mnemonic
26. The documentation within a coded program.
Modularization
Internal documentation
Output symbol
Hierarchy chart
27. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Assignment operator
Input
Modularization
Sequence structure
28. Contains all the statements in the module.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
29. 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
Modules
Named constant
Main program
30. the process of finding and correcting program errors.
Real numbers
Debugging
Else-Clause
Annotation symbol
31. The act of containing a task's instructions in a module.
If-Then - decision structure
Visible
Data type
Encapsulation
32. Describes the stat of data items when a module can recognize them.
String constant
Module's return statement
Data items
Visible
33. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Main program
Numeric constant
I-value
Housekeeping tasks
34. The documentation that is outside a coded program.
External documentation
Conversion
Output symbol
Truth tables
35. The process of paying attention to important properties while ignoring nonessential details.
Sequence structure
Abstraction
Numeric constant
Pascal casing
36. The process of breaking down a program into modules.
Spaghetti code
Semantic error
Modularization
Reusability
37. The shaped like a diamond and used to represent decisions in flowcharts.
Infinite loop
Numeric variable
Decision symbol
Hierarchy chart
38. 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.
Integer
Unstructured programs
Processing symbol
Camel casing
39. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Module's body
Mnemonic
Unnamed constant
Mainline logic
40. A preselected value that stops the execution of a program.
Abstraction
Goto-less programming
Sentinel value
Data type
41. Hold the action that results when the Boolean expression in the decision is true.
Data type
External documentation
Debugging
Then-Clause of a decision
42. A variable's name.
If-Then - decision structure
Infinite loop
Identifier
String variable
43. A program include the steps that are repeated for each set of input data.
IPO chart
Detail loop tasks
If-Then - decision structure
Module's return statement
44. A literal numeric or string value.
Numeric variable
Conversion
Mainline logic
Unnamed constant
45. The equal sign; it is used to assign a value to variable or constant on its left.
IPO chart
Numeric variable
Assignment operator
Sentinel value
46. Describes the process of naming variables and assigning data type to them.
IPO chart
Infinite loop
Making declarations or declaring variables
Data type
47. Floating-point numbers.
Then-Clause of a decision
Semantic error
Named constant
Real numbers
48. The used at each end of a flowchart. Its shape is a lozenge.
Infinite loop
Modules
Conversion
Terminal symbol or start /stop symbol
49. An unnamed constant whose purpose is not immediately apparent.
Stack
Goto-less programming
Assignment operator
Magic number
50. A whole number.
I-value
Integer
Decision symbol
Mainline logic