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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 statement that provides a data type and an identifier for a variable.
Sentinel value
Overhead
Declaration
Abstraction
2. A program development tool that lists tasks - objects - and events.
TOE chart
Short-circuit evaluation
Processing symbol
EOF
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.
Numeric variable
If-Then - decision structure
Detail loop tasks
Main program
4. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Output
Internal documentation
Magic number
5. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Camel casing
Magic number
Visible
6. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Housekeeping tasks
Goto-less programming
Input symbol
Unstructured programs
7. The sequence of steps necessary to solve any problem.
Magic number
Algorithm
Spaghetti code
Modules
8. Indicates an output operation and is represented by a parallelogram in flowcharts.
Stack
Decision symbol
Else-Clause
Output symbol
9. 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.
Data type
Pascal casing
Numeric variable
Visible
10. A variable's name.
Documentation
Internal documentation
Identifier
Mainline logic
11. The documentation that is outside a coded program.
Annotation symbol
Declaration
Mainline logic
External documentation
12. 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.
TOE chart
Output
End-of-job tasks
Spaghetti code
13. A specific group of characters enclosed within quotation marks.
Input symbol
String constant
Modules
Reusability
14. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Boolean expression
Local
Conversion
Assignment statement
15. Action is taken only when the Boolean expression in the decision is true.
Real numbers
If-Then - decision structure
Modularization
Reliability
16. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
Variable
Housekeeping tasks
Unstructured programs
17. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Documentation
Reliability
End-of-job tasks
Reusability
18. 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.
Variable
Pascal casing
Sequence structure
Detail loop tasks
19. runs from start to stop and calls other modules.
In scope
Main program
Making decision
Assignment operator
20. 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
Making decision
Abstraction
Documentation
21. The process of breaking down a program into modules.
Modularization
Functional cohesion module
Floating point
Unnamed constant
22. A specific numeric value.
Numeric constant
In scope
Output
Variable
23. Contains all the statements in the module.
Warning
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24. End of file.
Declaration
Initializing a variable
EOF
Assignment operator
25. 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.
Hierarchy chart
Sentinel value
Loop
Short-circuit evaluation
26. A measure of the degree to which all the module statements contribute to the same task.
Processing symbol
Output
Detail loop tasks
Functional cohesion module
27. Programs that do not follow the rules of structured logic.
Unstructured programs
Sentinel value
Functional cohesion module
If-Then - decision structure
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.
Short-circuit evaluation
Making declarations or declaring variables
Program Development cycle
Data type
29. The act of containing a task's instructions in a module.
Program Development cycle
Dummy value
Encapsulation
String constant
30. 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.
Sentinel value
Functional cohesion module
Internal documentation
Camel casing
31. A whole number.
Goto-less programming
Detail loop tasks
Numeric variable
Integer
32. The act of testing a value.
Module's body
Making decision
If-Then - decision structure
EOF
33. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Output symbol
EOF
Encapsulation
34. A program include the steps that are repeated for each set of input data.
Infinite loop
Detail loop tasks
Camel casing
Data type
35. Consists of all the supporting paperwork for a program.
Documentation
Dummy value
Module's return statement
Algorithm
36. Describes variables that are declared within the module that uses them.
Assignment statement
Local
Data items
Assignment operator
37. Indicates an input operation and is represented by a parallelogram in flowcharts.
Integer
Program Development cycle
Input symbol
Named constant
38. Indicates and output operation and is represented by a parallelogram in flowcharts.
Input symbol
Goto-less programming
Loop
Processing symbol
39. The act of assigning its first value - often at the same time the variable is created.
Decision symbol
Initializing a variable
Named constant
Housekeeping tasks
40. The similar to variable - except that its value cannot change after the first assignment.
Overhead
Alphanumeric values
String constant
Named constant
41. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
EOF
Loop
Conditional and Operator
Initializing a variable
42. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Making declarations or declaring variables
Documentation
String variable
Mnemonic
43. Includes the module identifier and possibly other necessary identifying information.
Assignment statement
Conditional and Operator
Mainline logic
Algorithm
44. 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.
Assignment statement
Data type
Stack
String variable
45. All the text - numbers - and other information processed by computer.
Detail loop tasks
Loop
Main program
Data items
46. Describes the extra resources a task requires.
Variable
Module's return statement
Declaration
Overhead
47. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Abstraction
Goto-less programming
Truth tables
48. A diagram that illustrated modules relationships to each other.
Goto-less programming
Identifier
Functional cohesion module
Hierarchy chart
49. 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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/var/www/html/basicversity.com/show_quiz.php
on line
183
50. The memory address identifier to left of an assignment operator.
I-value
Assignment operator
Initializing a variable
Named constant
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