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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. Number is a number with decimal places.
Goto-less programming
Stack
Floating point
Infinite loop
2. The documentation that is outside a coded program.
Output
External documentation
Detail loop tasks
Pascal casing
3. Describes the stat of data items when a module can recognize them.
Visible
Named constant
Housekeeping tasks
Numeric constant
4. The entire set of actions an organization must take to switch to using a new program or set of programs.
Output
Module's return statement
Dummy value
Conversion
5. The snarled - unstructured program logic.
Input symbol
Numeric constant
Else-Clause
Spaghetti code
6. Describes the state of data that is visible.
Reusability
In scope
Variable
Identifier
7. Indicates an input operation and is represented by a parallelogram in flowcharts.
Detail loop tasks
I-value
Input
Input symbol
8. Consists of all the supporting paperwork for a program.
Documentation
Visible
Camel casing
Detail loop tasks
9. 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.
Documentation
Numeric variable
Abstraction
Terminal symbol or start /stop symbol
10. 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.
Conversion
Else-Clause
Camel casing
Detail loop tasks
11. Floating-point numbers.
Then-Clause of a decision
Encapsulation
Real numbers
Debugging
12. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
Documentation
Declaration
Overhead
13. A specific group of characters enclosed within quotation marks.
End-of-job tasks
Magic number
String constant
Unnamed constant
14. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Debugging
Loop
Numeric constant
15. A statement that provides a data type and an identifier for a variable.
Annotation symbol
Variable
Declaration
Floating point
16. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Functional cohesion module
Real numbers
Stack
Initializing a variable
17. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Input
Making decision
Output symbol
18. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Reliability
Magic number
Named constant
Assignment operator
19. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Conditional and Operator
Output symbol
Overhead
Assignment operator
20. Hold the steps you take at the end of the program to finish the application.
I-value
End-of-job tasks
Output symbol
Module's return statement
21. 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.
Data items
Short-circuit evaluation
Numeric variable
Modules
22. Indicates and output operation and is represented by a parallelogram in flowcharts.
Modularization
Infinite loop
Data items
Processing symbol
23. Describes variables that are declared within the module that uses them.
Housekeeping tasks
Detail loop tasks
Local
Output symbol
24. 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.
Semantic error
Making declarations or declaring variables
Data type
If-Then - decision structure
25. The shaped like a diamond and used to represent decisions in flowcharts.
Sentinel value
Loop
Decision symbol
EOF
26. The equal sign; it is used to assign a value to variable or constant on its left.
Truth tables
Identifier
Initializing a variable
Assignment operator
27. A diagram that illustrated modules relationships to each other.
Mainline logic
Hierarchy chart
Data type
Loop
28. Describes the process of naming variables and assigning data type to them.
Assignment operator
Reusability
Making declarations or declaring variables
Terminal symbol or start /stop symbol
29. A repetition of a series of steps.
Loop
Stack
Output
In scope
30. 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.
Unnamed constant
Modules
Output
Documentation
31. An unnamed constant whose purpose is not immediately apparent.
Main program
Program Development cycle
Magic number
Output symbol
32. runs from start to stop and calls other modules.
Making decision
Main program
Output symbol
Reliability
33. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Truth tables
Short-circuit evaluation
Visible
34. All the text - numbers - and other information processed by computer.
Identifier
Module's return statement
Module's body
Data items
35. 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
36. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Debugging
Modules
TOE chart
Detail loop tasks
37. A named memory location whose value can vary.
Sequence structure
Assignment operator
Real numbers
Variable
38. The sequence of steps necessary to solve any problem.
Hierarchy chart
EOF
Overhead
Algorithm
39. The memory address identifier to left of an assignment operator.
Mainline logic
Sentinel value
Goto-less programming
I-value
40. One that represents only one of two states - usually expressed as true or false.
End-of-job tasks
Input
TOE chart
Boolean expression
41. A preselected value that stops the execution of a program.
Dummy value
If-Then - decision structure
Housekeeping tasks
Input symbol
42. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Data items
Mnemonic
Else-Clause
43. Occurs when a correct word is used in an incorrect context.
Numeric constant
Decision symbol
Semantic error
Goto-less programming
44. Action is taken only when the Boolean expression in the decision is true.
IPO chart
Internal documentation
Main program
If-Then - decision structure
45. Occurs when repeating logic cannot end.
Infinite loop
Integer
Housekeeping tasks
Assignment operator
46. A program include the steps that are repeated for each set of input data.
Variable
Main program
Detail loop tasks
Unstructured programs
47. The act of testing a value.
If-Then - decision structure
Initializing a variable
Making decision
Conditional and Operator
48. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Spaghetti code
Truth tables
Internal documentation
Modules
49. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Modularization
Magic number
Goto-less programming
Assignment operator
50. A specific numeric value.
Pascal casing
Numeric constant
EOF
External documentation