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Test your basic knowledge |
Programming Logic And Design
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Study First
Subject
:
it-skills
Instructions:
Answer 50 questions in 15 minutes.
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.
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. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Input
String constant
Encapsulation
Unstructured programs
2. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Abstraction
Reliability
Decision symbol
I-value
3. Describes the state of data that is visible.
In scope
Debugging
Terminal symbol or start /stop symbol
Hierarchy chart
4. All the text - numbers - and other information processed by computer.
Data items
Overhead
Encapsulation
Program Development cycle
5. Action is taken only when the Boolean expression in the decision is true.
Debugging
Program Development cycle
Data type
If-Then - decision structure
6. runs from start to stop and calls other modules.
Main program
Numeric constant
Then-Clause of a decision
Pascal casing
7. 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
8. 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.
Declaration
Main program
Output
Dummy value
9. A whole number.
Terminal symbol or start /stop symbol
Assignment operator
End-of-job tasks
Integer
10. 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
Identifier
Making declarations or declaring variables
Functional cohesion module
11. A name to describe structured programming - because structured programmers do not use a "go to" statement.
End-of-job tasks
Goto-less programming
Integer
Named constant
12. 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.
TOE chart
Assignment statement
String constant
Camel casing
13. The act of containing a task's instructions in a module.
EOF
Dummy value
Encapsulation
Conditional and Operator
14. Consists of all the supporting paperwork for a program.
Mainline logic
Pascal casing
Documentation
Reusability
15. A named memory location whose value can vary.
Variable
Conditional and Operator
Data items
Visible
16. A specific group of characters enclosed within quotation marks.
Variable
Pascal casing
String constant
Module's return statement
17. 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.
Dummy value
Pascal casing
Variable
Infinite loop
18. The entire set of actions an organization must take to switch to using a new program or set of programs.
Output symbol
Conversion
Conditional and Operator
Boolean expression
19. 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.
Decision symbol
Hierarchy chart
Data items
Short-circuit evaluation
20. A variable's name.
Identifier
Unnamed constant
Assignment operator
Truth tables
21. Hold the action that results when the Boolean expression in the decision is true.
Truth tables
End-of-job tasks
Internal documentation
Then-Clause of a decision
22. Describes the extra resources a task requires.
IPO chart
I-value
Overhead
Debugging
23. One that represents only one of two states - usually expressed as true or false.
Main program
Boolean expression
Conditional and Operator
Input
24. A literal numeric or string value.
Data type
Unnamed constant
Documentation
Algorithm
25. Indicates an input operation and is represented by a parallelogram in flowcharts.
Then-Clause of a decision
Input symbol
Sentinel value
String constant
26. Floating-point numbers.
Annotation symbol
Making decision
Modularization
Real numbers
27. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
Infinite loop
Output
Making decision
28. Includes the module identifier and possibly other necessary identifying information.
Algorithm
Assignment statement
Conversion
Mainline logic
29. 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.
Program Development cycle
Unnamed constant
Spaghetti code
Reliability
30. A repetition of a series of steps.
EOF
Loop
Infinite loop
Output symbol
31. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Modules
Terminal symbol or start /stop symbol
Overhead
32. Describes the stat of data items when a module can recognize them.
Input
Reusability
Visible
TOE chart
33. 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
34. The act of assigning its first value - often at the same time the variable is created.
Named constant
Floating point
Assignment operator
Initializing a variable
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.
Boolean expression
Annotation symbol
I-value
Making decision
36. 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.
Encapsulation
Abstraction
Data type
Housekeeping tasks
37. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Output symbol
Assignment operator
Documentation
38. A preselected value that stops the execution of a program.
Dummy value
Goto-less programming
Visible
Pascal casing
39. Programs that do not follow the rules of structured logic.
Unstructured programs
Named constant
Local
Documentation
40. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Abstraction
Sentinel value
Variable
41. Occurs when a correct word is used in an incorrect context.
String constant
Named constant
Semantic error
Alphanumeric values
42. The documentation that is outside a coded program.
Else-Clause
Annotation symbol
External documentation
Mainline logic
43. The similar to variable - except that its value cannot change after the first assignment.
Module's return statement
Conditional and Operator
Named constant
Unnamed constant
44. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Making declarations or declaring variables
Else-Clause
String variable
45. A program development tool that lists tasks - objects - and events.
Truth tables
Numeric variable
TOE chart
Floating point
46. A specific numeric value.
Modularization
Else-Clause
Input symbol
Numeric constant
47. 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.
Abstraction
Conversion
Numeric variable
Reusability
48. the process of finding and correcting program errors.
Debugging
Data type
Input
Spaghetti code
49. An unnamed constant whose purpose is not immediately apparent.
Debugging
Module's body
Main program
Magic number
50. Describes the process of naming variables and assigning data type to them.
Dummy value
If-Then - decision structure
Making declarations or declaring variables
Boolean expression
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