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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. Occurs when repeating logic cannot end.
Housekeeping tasks
Infinite loop
Initializing a variable
Modules
2. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Hierarchy chart
Floating point
Main program
3. A preselected value that stops the execution of a program.
Mainline logic
Dummy value
Integer
Boolean expression
4. The shaped like a diamond and used to represent decisions in flowcharts.
Initializing a variable
Sentinel value
Decision symbol
Processing symbol
5. Describes the stat of data items when a module can recognize them.
Else-Clause
Output symbol
Visible
Modules
6. A name to describe structured programming - because structured programmers do not use a "go to" statement.
TOE chart
Named constant
Goto-less programming
Modularization
7. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Hierarchy chart
Modules
Overhead
Floating point
8. All the text - numbers - and other information processed by computer.
Data items
Making decision
Numeric variable
Module's return statement
9. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Identifier
Variable
Integer
10. The similar to variable - except that its value cannot change after the first assignment.
Hierarchy chart
Data type
Dummy value
Named constant
11. A specific group of characters enclosed within quotation marks.
Alphanumeric values
External documentation
String constant
TOE chart
12. 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.
Declaration
Boolean expression
Conversion
Annotation symbol
13. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Reliability
Reusability
Housekeeping tasks
Output
14. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Dummy value
End-of-job tasks
If-Then - decision structure
String variable
15. 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.
Initializing a variable
Algorithm
Numeric variable
Goto-less programming
16. 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
Camel casing
Sentinel value
TOE chart
17. Describes variables that are declared within the module that uses them.
Mnemonic
Goto-less programming
Local
Short-circuit evaluation
18. A statement that provides a data type and an identifier for a variable.
Mnemonic
Declaration
Abstraction
Processing symbol
19. The equal sign; it is used to assign a value to variable or constant on its left.
Loop
Assignment operator
Visible
Then-Clause of a decision
20. the process of finding and correcting program errors.
Module's body
Abstraction
Decision symbol
Debugging
21. The documentation within a coded program.
Debugging
Internal documentation
EOF
Terminal symbol or start /stop symbol
22. The process of breaking down a program into modules.
Else-Clause
IPO chart
Modularization
Magic number
23. 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
24. One that represents only one of two states - usually expressed as true or false.
Local
Conversion
Boolean expression
Assignment operator
25. The memory address identifier to left of an assignment operator.
Pascal casing
Named constant
I-value
Initializing a variable
26. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Short-circuit evaluation
Magic number
String variable
27. The act of testing a value.
Making decision
Declaration
Abstraction
Hierarchy chart
28. 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.
Loop
Abstraction
Declaration
Camel casing
29. Indicates an input operation and is represented by a parallelogram in flowcharts.
Unstructured programs
Input
Magic number
Input symbol
30. A program include the steps that are repeated for each set of input data.
Annotation symbol
Detail loop tasks
Program Development cycle
Abstraction
31. 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
32. The act of assigning its first value - often at the same time the variable is created.
Unnamed constant
Reliability
Initializing a variable
String variable
33. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Internal documentation
Functional cohesion module
Variable
34. The entire set of actions an organization must take to switch to using a new program or set of programs.
String variable
Data items
Output
Conversion
35. The process of paying attention to important properties while ignoring nonessential details.
Sequence structure
I-value
Hierarchy chart
Abstraction
36. A measure of the degree to which all the module statements contribute to the same task.
Semantic error
Initializing a variable
Functional cohesion module
Input
37. A repetition of a series of steps.
Assignment statement
Integer
Loop
Spaghetti code
38. Includes the module identifier and possibly other necessary identifying information.
Dummy value
Algorithm
Mainline logic
Data items
39. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
String variable
Input
Abstraction
Truth tables
40. Hold the action that results when the Boolean expression in the decision is true.
String constant
Module's return statement
Then-Clause of a decision
Loop
41. The act of containing a task's instructions in a module.
Numeric variable
Unnamed constant
Encapsulation
Goto-less programming
42. The sequence of steps necessary to solve any problem.
Algorithm
Loop
Unnamed constant
Overhead
43. The documentation that is outside a coded program.
External documentation
Initializing a variable
Short-circuit evaluation
EOF
44. Indicates and output operation and is represented by a parallelogram in flowcharts.
Boolean expression
Module's body
Processing symbol
Reusability
45. A literal numeric or string value.
Documentation
Reliability
Unnamed constant
Sequence structure
46. Occurs when a correct word is used in an incorrect context.
Goto-less programming
Semantic error
Declaration
Identifier
47. Describes the state of data that is visible.
Then-Clause of a decision
Conversion
In scope
Real numbers
48. A whole number.
Integer
Housekeeping tasks
Reliability
Program Development cycle
49. A specific numeric value.
If-Then - decision structure
Short-circuit evaluation
Terminal symbol or start /stop symbol
Numeric constant
50. Floating-point numbers.
Sentinel value
Goto-less programming
TOE chart
Real numbers