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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. A named memory location whose value can vary.
Mnemonic
Main program
Variable
Decision symbol
2. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Modules
Integer
Numeric constant
I-value
3. 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.
Mnemonic
Pascal casing
Camel casing
Numeric constant
4. Action is taken only when the Boolean expression in the decision is true.
Making declarations or declaring variables
Camel casing
If-Then - decision structure
Semantic error
5. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Short-circuit evaluation
Module's return statement
Hierarchy chart
Mnemonic
6. An unnamed constant whose purpose is not immediately apparent.
String variable
Boolean expression
Magic number
Variable
7. A specific group of characters enclosed within quotation marks.
String constant
Internal documentation
Assignment operator
Numeric variable
8. 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
Identifier
Decision symbol
Detail loop tasks
9. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
Warning
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on line
183
10. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Encapsulation
Spaghetti code
Stack
Detail loop tasks
11. A preselected value that stops the execution of a program.
Local
Sentinel value
Algorithm
Conditional and Operator
12. Includes the module identifier and possibly other necessary identifying information.
Reliability
Program Development cycle
Stack
Mainline logic
13. 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.
Debugging
Numeric variable
Output
Goto-less programming
14. A variable's name.
Identifier
Making declarations or declaring variables
Input symbol
Goto-less programming
15. 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
Encapsulation
Numeric constant
Data items
16. A whole number.
Integer
Declaration
Overhead
String constant
17. The entire set of actions an organization must take to switch to using a new program or set of programs.
Making declarations or declaring variables
Conversion
Goto-less programming
Debugging
18. Can contain alphabetic characters - numbers - and punctuation.
Initializing a variable
Making declarations or declaring variables
Alphanumeric values
Mainline logic
19. Occurs when repeating logic cannot end.
Encapsulation
Infinite loop
Visible
Local
20. Describes the state of data that is visible.
In scope
Processing symbol
Housekeeping tasks
Identifier
21. Consists of all the supporting paperwork for a program.
Internal documentation
Algorithm
Documentation
Debugging
22. the process of finding and correcting program errors.
Debugging
Encapsulation
Integer
Program Development cycle
23. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
In scope
Input
Documentation
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 documentation that is outside a coded program.
Abstraction
Annotation symbol
External documentation
Output
26. The documentation within a coded program.
Documentation
If-Then - decision structure
Main program
Internal documentation
27. Indicates and output operation and is represented by a parallelogram in flowcharts.
Then-Clause of a decision
Output
Boolean expression
Processing symbol
28. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Local
Decision symbol
Data type
Truth tables
29. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Data type
Terminal symbol or start /stop symbol
Goto-less programming
Input
30. A program development tool that lists tasks - objects - and events.
Annotation symbol
TOE chart
Stack
Modularization
31. All the text - numbers - and other information processed by computer.
Camel casing
IPO chart
Input
Data items
32. Describes the process of naming variables and assigning data type to them.
Then-Clause of a decision
Mainline logic
Making declarations or declaring variables
Truth tables
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.
Data type
Assignment statement
Internal documentation
Sentinel value
34. Indicates an input operation and is represented by a parallelogram in flowcharts.
Semantic error
External documentation
Input symbol
Modules
35. A preselected value that stops the execution of a program.
Variable
Dummy value
EOF
Goto-less programming
36. 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.
End-of-job tasks
Housekeeping tasks
Short-circuit evaluation
Algorithm
37. End of file.
Floating point
String constant
Numeric constant
EOF
38. Floating-point numbers.
Infinite loop
Conversion
Housekeeping tasks
Real numbers
39. A repetition of a series of steps.
Loop
End-of-job tasks
Abstraction
Data items
40. Occurs when a correct word is used in an incorrect context.
Semantic error
IPO chart
Dummy value
Internal documentation
41. Indicates an output operation and is represented by a parallelogram in flowcharts.
Loop
Output
Abstraction
Output symbol
42. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Sentinel value
Mnemonic
String variable
43. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Algorithm
Making decision
Output symbol
44. Hold the action that results when the Boolean expression in the decision is true.
Sequence structure
I-value
Then-Clause of a decision
String variable
45. One that represents only one of two states - usually expressed as true or false.
Reusability
Integer
Boolean expression
Overhead
46. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Input
Detail loop tasks
EOF
47. The snarled - unstructured program logic.
Spaghetti code
Reliability
Encapsulation
Magic number
48. A specific numeric value.
Module's return statement
Short-circuit evaluation
EOF
Numeric constant
49. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Pascal casing
Conversion
Unstructured programs
50. Number is a number with decimal places.
Stack
Floating point
Module's body
Mainline logic