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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. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Annotation symbol
Reliability
Data items
2. A program development tool that lists tasks - objects - and events.
Conversion
Numeric variable
TOE chart
Hierarchy chart
3. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Making decision
Module's return statement
Stack
Loop
4. A statement that provides a data type and an identifier for a variable.
Alphanumeric values
Sequence structure
Declaration
Data type
5. The similar to variable - except that its value cannot change after the first assignment.
Reusability
Named constant
End-of-job tasks
Assignment statement
6. The equal sign; it is used to assign a value to variable or constant on its left.
Modularization
Assignment operator
If-Then - decision structure
Named constant
7. 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
Making declarations or declaring variables
Making decision
Sequence structure
8. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Encapsulation
Data items
Input symbol
Conditional and Operator
9. The feature of modular programs that allows individual modules to be used in a variety of applications.
TOE chart
Identifier
Functional cohesion module
Reusability
10. Hold the steps you take at the end of the program to finish the application.
String variable
End-of-job tasks
Conditional and Operator
Data type
11. 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
Short-circuit evaluation
Data items
Integer
12. A literal numeric or string value.
Camel casing
Unnamed constant
Making decision
Spaghetti code
13. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Module's body
Reusability
External documentation
14. Action is taken only when the Boolean expression in the decision is true.
Data items
Short-circuit evaluation
If-Then - decision structure
Hierarchy chart
15. Can contain alphabetic characters - numbers - and punctuation.
Identifier
Alphanumeric values
Loop
Dummy value
16. A specific group of characters enclosed within quotation marks.
Semantic error
Modules
Debugging
String constant
17. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Assignment statement
String variable
Data items
Reliability
18. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
Infinite loop
Loop
Conditional and Operator
19. Indicates an input operation and is represented by a parallelogram in flowcharts.
Variable
Short-circuit evaluation
Input symbol
Sequence structure
20. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
In scope
Mnemonic
Semantic error
Housekeeping tasks
21. The shaped like a diamond and used to represent decisions in flowcharts.
Initializing a variable
Module's body
Abstraction
Decision symbol
22. The sequence of steps necessary to solve any problem.
End-of-job tasks
Sentinel value
Algorithm
Mainline logic
23. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Modularization
Output symbol
Processing symbol
24. 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
25. 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.
Truth tables
Assignment statement
Pascal casing
Local
26. 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.
Camel casing
End-of-job tasks
Boolean expression
Mainline logic
27. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
If-Then - decision structure
Module's return statement
Annotation symbol
Else-Clause
28. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Conversion
End-of-job tasks
Short-circuit evaluation
29. runs from start to stop and calls other modules.
Magic number
Main program
Numeric variable
Output
30. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Program Development cycle
Reliability
I-value
IPO chart
31. A preselected value that stops the execution of a program.
Program Development cycle
Else-Clause
Dummy value
Decision symbol
32. The memory address identifier to left of an assignment operator.
Goto-less programming
Sentinel value
I-value
Short-circuit evaluation
33. Number is a number with decimal places.
Floating point
Sentinel value
Alphanumeric values
Internal documentation
34. The snarled - unstructured program logic.
Hierarchy chart
Variable
Spaghetti code
Module's body
35. 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.
Truth tables
Hierarchy chart
Overhead
Annotation symbol
36. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Magic number
Reliability
IPO chart
37. Indicates and output operation and is represented by a parallelogram in flowcharts.
Processing symbol
Then-Clause of a decision
String constant
Unnamed constant
38. 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
Making declarations or declaring variables
Else-Clause
Terminal symbol or start /stop symbol
39. The documentation within a coded program.
Program Development cycle
Internal documentation
Decision symbol
Local
40. Occurs when a correct word is used in an incorrect context.
Program Development cycle
Making decision
Semantic error
Debugging
41. Indicates an output operation and is represented by a parallelogram in flowcharts.
Stack
Output symbol
Unnamed constant
Loop
42. Consists of all the supporting paperwork for a program.
Output symbol
Visible
Documentation
I-value
43. Describes variables that are declared within the module that uses them.
Real numbers
Local
Modules
Unstructured programs
44. Describes the stat of data items when a module can recognize them.
Output symbol
Modules
Visible
Loop
45. 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.
Short-circuit evaluation
Output
Output symbol
Sentinel value
46. 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
47. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Input
Initializing a variable
Housekeeping tasks
48. 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.
Making decision
Data type
Output
If-Then - decision structure
49. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Visible
I-value
Goto-less programming
Unstructured programs
50. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Pascal casing
Truth tables
Encapsulation
Assignment operator
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