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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. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Assignment operator
Decision symbol
Modules
Module's body
2. The equal sign; it is used to assign a value to variable or constant on its left.
Mnemonic
Initializing a variable
IPO chart
Assignment operator
3. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Dummy value
Visible
Reusability
4. Indicates and output operation and is represented by a parallelogram in flowcharts.
If-Then - decision structure
Camel casing
Input symbol
Processing symbol
5. The process of paying attention to important properties while ignoring nonessential details.
Module's body
Boolean expression
Integer
Abstraction
6. The snarled - unstructured program logic.
Spaghetti code
Assignment operator
Then-Clause of a decision
Reusability
7. 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.
Processing symbol
Program Development cycle
Unstructured programs
Reliability
8. Programs that do not follow the rules of structured logic.
Assignment operator
Unstructured programs
If-Then - decision structure
External documentation
9. Consists of all the supporting paperwork for a program.
Dummy value
Terminal symbol or start /stop symbol
Debugging
Documentation
10. A preselected value that stops the execution of a program.
Dummy value
Real numbers
TOE chart
Local
11. A diagram that illustrated modules relationships to each other.
Loop
Algorithm
Hierarchy chart
Main program
12. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Module's body
Truth tables
Camel casing
Reusability
13. A statement that provides a data type and an identifier for a variable.
Declaration
Output
Semantic error
Input
14. The shaped like a diamond and used to represent decisions in flowcharts.
Numeric variable
Mainline logic
Then-Clause of a decision
Decision symbol
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.
Sequence structure
Assignment operator
String variable
Functional cohesion module
16. The sequence of steps necessary to solve any problem.
Unstructured programs
Semantic error
Main program
Algorithm
17. The act of containing a task's instructions in a module.
Dummy value
Named constant
Sentinel value
Encapsulation
18. Can contain alphabetic characters - numbers - and punctuation.
Then-Clause of a decision
Internal documentation
Module's body
Alphanumeric values
19. 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.
Main program
Output
Unstructured programs
Semantic error
20. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
TOE chart
Output symbol
Module's body
Housekeeping tasks
21. Describes the state of data that is visible.
Loop
Unnamed constant
Conditional and Operator
In scope
22. A literal numeric or string value.
TOE chart
Unnamed constant
Main program
Processing symbol
23. The memory address identifier to left of an assignment operator.
I-value
Alphanumeric values
Short-circuit evaluation
Program Development cycle
24. 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.
Reliability
EOF
Output symbol
Numeric variable
25. The act of assigning its first value - often at the same time the variable is created.
Module's return statement
Truth tables
Initializing a variable
Assignment statement
26. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
27. All the text - numbers - and other information processed by computer.
Data items
Magic number
Dummy value
Then-Clause of a decision
28. Indicates an input operation and is represented by a parallelogram in flowcharts.
Conversion
Then-Clause of a decision
Input symbol
Encapsulation
29. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Numeric constant
Alphanumeric values
Assignment statement
Internal documentation
30. Hold the action that results when the Boolean expression in the decision is true.
Loop
EOF
Goto-less programming
Then-Clause of a decision
31. Describes the stat of data items when a module can recognize them.
External documentation
Module's return statement
Real numbers
Visible
32. Floating-point numbers.
Output symbol
Overhead
Local
Real numbers
33. 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.
Variable
Data type
Internal documentation
Algorithm
34. 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.
Pascal casing
Camel casing
Infinite loop
EOF
35. the process of finding and correcting program errors.
TOE chart
Debugging
Output symbol
Sentinel value
36. Indicates an output operation and is represented by a parallelogram in flowcharts.
Detail loop tasks
Camel casing
Functional cohesion module
Output symbol
37. An unnamed constant whose purpose is not immediately apparent.
Input symbol
Output symbol
Processing symbol
Magic number
38. 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
Then-Clause of a decision
Unstructured programs
Alphanumeric values
39. A named memory location whose value can vary.
Identifier
Processing symbol
If-Then - decision structure
Variable
40. A program development tool that lists tasks - objects - and events.
TOE chart
IPO chart
Loop
Detail loop tasks
41. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Conversion
Output
Input
Floating point
42. The process of breaking down a program into modules.
Dummy value
IPO chart
Modularization
Initializing a variable
43. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Module's return statement
Infinite loop
Named constant
44. Describes the process of naming variables and assigning data type to them.
Local
TOE chart
Making declarations or declaring variables
Main program
45. A measure of the degree to which all the module statements contribute to the same task.
If-Then - decision structure
Module's return statement
Functional cohesion module
Modularization
46. One that represents only one of two states - usually expressed as true or false.
Internal documentation
Boolean expression
Dummy value
Alphanumeric values
47. The entire set of actions an organization must take to switch to using a new program or set of programs.
External documentation
Real numbers
Goto-less programming
Conversion
48. Describes the extra resources a task requires.
Hierarchy chart
In scope
Overhead
Output
49. runs from start to stop and calls other modules.
Algorithm
Spaghetti code
Main program
Initializing a variable
50. Action is taken only when the Boolean expression in the decision is true.
Integer
Overhead
If-Then - decision structure
Stack