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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 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.
Output symbol
Hierarchy chart
Dummy value
Camel casing
2. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Making declarations or declaring variables
Variable
Assignment operator
Conditional and Operator
3. Occurs when repeating logic cannot end.
Infinite loop
Short-circuit evaluation
Decision symbol
Modularization
4. Describes the state of data that is visible.
Conversion
Integer
In scope
Then-Clause of a decision
5. An unnamed constant whose purpose is not immediately apparent.
Sentinel value
Short-circuit evaluation
Initializing a variable
Magic number
6. A statement that provides a data type and an identifier for a variable.
If-Then - decision structure
Input
Declaration
Truth tables
7. The act of testing a value.
Mnemonic
Making decision
Functional cohesion module
Infinite loop
8. The documentation within a coded program.
Input
Internal documentation
Dummy value
Mnemonic
9. the process of finding and correcting program errors.
Conditional and Operator
Spaghetti code
Modularization
Debugging
10. runs from start to stop and calls other modules.
Module's return statement
Documentation
Data type
Main program
11. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
12. Occurs when a correct word is used in an incorrect context.
Internal documentation
Documentation
Mnemonic
Semantic error
13. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Functional cohesion module
Magic number
Abstraction
14. Includes the module identifier and possibly other necessary identifying information.
Module's body
Mainline logic
Then-Clause of a decision
Data items
15. A preselected value that stops the execution of a program.
Annotation symbol
Dummy value
Numeric variable
Functional cohesion module
16. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Reusability
Reliability
Encapsulation
EOF
17. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Output
In scope
Goto-less programming
18. A diagram that illustrated modules relationships to each other.
Variable
Declaration
Hierarchy chart
Real numbers
19. 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.
TOE chart
Functional cohesion module
Program Development cycle
String variable
20. A variable's name.
Annotation symbol
Identifier
Sentinel value
Mainline logic
21. Programs that do not follow the rules of structured logic.
Unstructured programs
Modularization
Processing symbol
Internal documentation
22. The shaped like a diamond and used to represent decisions in flowcharts.
Data items
Decision symbol
Annotation symbol
Unnamed constant
23. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Annotation symbol
Main program
Mnemonic
24. Contains all the statements in the module.
25. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Sequence structure
Data items
Functional cohesion module
Goto-less programming
26. Consists of all the supporting paperwork for a program.
Documentation
IPO chart
Mnemonic
Floating point
27. Hold the steps you take at the end of the program to finish the application.
Reusability
End-of-job tasks
Floating point
Hierarchy chart
28. A repetition of a series of steps.
Terminal symbol or start /stop symbol
Decision symbol
Numeric variable
Loop
29. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
Truth tables
Algorithm
Named constant
30. Describes the extra resources a task requires.
Overhead
Stack
Main program
Conversion
31. A whole number.
Making decision
Infinite loop
In scope
Integer
32. The memory address identifier to left of an assignment operator.
Internal documentation
Magic number
Unstructured programs
I-value
33. A program include the steps that are repeated for each set of input data.
Detail loop tasks
I-value
Then-Clause of a decision
Mainline logic
34. Indicates an input operation and is represented by a parallelogram in flowcharts.
Unnamed constant
Conversion
Input symbol
Numeric variable
35. A specific group of characters enclosed within quotation marks.
String constant
Goto-less programming
Abstraction
Declaration
36. The snarled - unstructured program logic.
Variable
Annotation symbol
EOF
Spaghetti code
37. Can contain alphabetic characters - numbers - and punctuation.
Semantic error
Then-Clause of a decision
Alphanumeric values
Data items
38. 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.
Algorithm
Short-circuit evaluation
Numeric variable
String variable
39. All the text - numbers - and other information processed by computer.
Camel casing
Declaration
Data items
Mainline logic
40. 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
Mainline logic
Module's return statement
External documentation
41. The entire set of actions an organization must take to switch to using a new program or set of programs.
String variable
Main program
Declaration
Conversion
42. The used at each end of a flowchart. Its shape is a lozenge.
Magic number
Terminal symbol or start /stop symbol
Initializing a variable
Housekeeping tasks
43. Number is a number with decimal places.
Local
Floating point
Assignment operator
Sentinel value
44. 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.
Abstraction
Sequence structure
Mnemonic
Data items
45. A literal numeric or string value.
TOE chart
Unnamed constant
Alphanumeric values
Visible
46. Action is taken only when the Boolean expression in the decision is true.
Spaghetti code
If-Then - decision structure
String variable
I-value
47. A program development tool that lists tasks - objects - and events.
Unnamed constant
Program Development cycle
TOE chart
Sentinel value
48. The act of containing a task's instructions in a module.
Named constant
Goto-less programming
If-Then - decision structure
Encapsulation
49. A program development tool that delineates input - processing and outputs tasks.
Assignment operator
Named constant
IPO chart
Sequence structure
50. End of file.
Module's return statement
EOF
IPO chart
Numeric constant