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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. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Sequence structure
End-of-job tasks
TOE chart
2. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Then-Clause of a decision
I-value
Output
3. A diagram that illustrated modules relationships to each other.
Mainline logic
I-value
Modularization
Hierarchy chart
4. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
String variable
Conversion
Semantic error
5. A variable's name.
String constant
Overhead
Identifier
Loop
6. Contains all the statements in the module.
7. Occurs when repeating logic cannot end.
Abstraction
Variable
Reliability
Infinite loop
8. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Algorithm
Identifier
Infinite loop
9. The act of assigning its first value - often at the same time the variable is created.
Program Development cycle
Initializing a variable
Numeric constant
TOE chart
10. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Short-circuit evaluation
Initializing a variable
Numeric constant
11. The entire set of actions an organization must take to switch to using a new program or set of programs.
Conversion
Assignment statement
Mnemonic
String variable
12. The similar to variable - except that its value cannot change after the first assignment.
Module's return statement
Making decision
Named constant
Numeric constant
13. 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.
Housekeeping tasks
Program Development cycle
Internal documentation
Decision symbol
14. Indicates an input operation and is represented by a parallelogram in flowcharts.
Loop
Processing symbol
Main program
Input symbol
15. The sequence of steps necessary to solve any problem.
Functional cohesion module
EOF
Identifier
Algorithm
16. The shaped like a diamond and used to represent decisions in flowcharts.
Abstraction
Spaghetti code
Goto-less programming
Decision symbol
17. A specific group of characters enclosed within quotation marks.
EOF
Variable
Unnamed constant
String constant
18. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Internal documentation
End-of-job tasks
Alphanumeric values
19. Describes the state of data that is visible.
In scope
Variable
Module's body
Mainline logic
20. Occurs when a correct word is used in an incorrect context.
In scope
Semantic error
Else-Clause
String constant
21. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
EOF
Conditional and Operator
Assignment statement
Numeric variable
22. The snarled - unstructured program logic.
Documentation
Spaghetti code
I-value
Abstraction
23. The act of testing a value.
If-Then - decision structure
Making decision
Named constant
Input symbol
24. Includes the module identifier and possibly other necessary identifying information.
Semantic error
Camel casing
Mainline logic
Module's body
25. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Integer
Short-circuit evaluation
Local
26. Action is taken only when the Boolean expression in the decision is true.
Processing symbol
Dummy value
If-Then - decision structure
Loop
27. A preselected value that stops the execution of a program.
Internal documentation
Main program
Dummy value
Decision symbol
28. Describes variables that are declared within the module that uses them.
Local
Semantic error
Conversion
Terminal symbol or start /stop symbol
29. All the text - numbers - and other information processed by computer.
Sentinel value
Data items
Conversion
Pascal casing
30. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Truth tables
Input
Data type
String variable
31. A named memory location whose value can vary.
Sentinel value
Housekeeping tasks
Variable
Module's body
32. A whole number.
Hierarchy chart
Integer
Documentation
Initializing a variable
33. A repetition of a series of steps.
Loop
Integer
String constant
Camel casing
34. 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
Short-circuit evaluation
Assignment statement
Camel casing
35. The act of containing a task's instructions in a module.
External documentation
Decision symbol
Encapsulation
In scope
36. Floating-point numbers.
Real numbers
Loop
Modules
Dummy value
37. Indicates and output operation and is represented by a parallelogram in flowcharts.
External documentation
Floating point
Processing symbol
Unnamed constant
38. A program development tool that lists tasks - objects - and events.
String variable
Alphanumeric values
TOE chart
Main program
39. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Encapsulation
Floating point
Infinite loop
40. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Declaration
Output symbol
Assignment statement
Pascal casing
41. One that represents only one of two states - usually expressed as true or false.
Dummy value
Module's return statement
Boolean expression
String variable
42. 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.
Floating point
Camel casing
Boolean expression
Mnemonic
43. 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.
Numeric variable
Annotation symbol
Truth tables
EOF
44. A specific numeric value.
Reusability
Local
Internal documentation
Numeric constant
45. Number is a number with decimal places.
Infinite loop
Floating point
Semantic error
External documentation
46. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
47. A statement that provides a data type and an identifier for a variable.
Declaration
Terminal symbol or start /stop symbol
End-of-job tasks
Conditional and Operator
48. Programs that do not follow the rules of structured logic.
Numeric variable
Abstraction
Unstructured programs
Annotation symbol
49. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Short-circuit evaluation
Hierarchy chart
Mnemonic
Main program
50. Describes the extra resources a task requires.
Module's body
Numeric variable
Reusability
Overhead