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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 act of assigning its first value - often at the same time the variable is created.
Short-circuit evaluation
If-Then - decision structure
Initializing a variable
Sequence structure
2. Occurs when repeating logic cannot end.
Unstructured programs
Goto-less programming
Else-Clause
Infinite loop
3. Floating-point numbers.
Real numbers
Numeric constant
Numeric variable
Magic number
4. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Mainline logic
IPO chart
Numeric variable
Conditional and Operator
5. A whole number.
Integer
Decision symbol
Sentinel value
Module's return statement
6. A program development tool that lists tasks - objects - and events.
Alphanumeric values
TOE chart
Algorithm
Detail loop tasks
7. Programs that do not follow the rules of structured logic.
Unstructured programs
Else-Clause
Stack
String variable
8. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Declaration
Spaghetti code
Housekeeping tasks
Input symbol
9. Describes variables that are declared within the module that uses them.
Magic number
Else-Clause
Mnemonic
Local
10. 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
Integer
Assignment operator
Main program
11. The documentation that is outside a coded program.
Dummy value
Modules
Module's return statement
External documentation
12. A specific numeric value.
Unstructured programs
Floating point
Numeric constant
Then-Clause of a decision
13. 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.
EOF
Data items
Pascal casing
Mnemonic
14. Describes the process of naming variables and assigning data type to them.
EOF
Camel casing
Numeric constant
Making declarations or declaring variables
15. 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.
Reliability
Modules
Unnamed constant
Output
16. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Numeric variable
If-Then - decision structure
Pascal casing
17. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Alphanumeric values
Visible
Hierarchy chart
18. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
I-value
Annotation symbol
Local
19. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Encapsulation
String variable
Spaghetti code
Truth tables
20. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Main program
Real numbers
Dummy value
Mnemonic
21. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
22. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Processing symbol
Housekeeping tasks
Reliability
Else-Clause
23. The used at each end of a flowchart. Its shape is a lozenge.
Spaghetti code
Terminal symbol or start /stop symbol
Magic number
Program Development cycle
24. Contains all the statements in the module.
25. 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.
Conditional and Operator
Output
Conversion
Data type
26. 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.
Boolean expression
Numeric variable
Sequence structure
Functional cohesion module
27. The entire set of actions an organization must take to switch to using a new program or set of programs.
Conversion
IPO chart
Encapsulation
Output
28. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
TOE chart
Spaghetti code
Else-Clause
29. The snarled - unstructured program logic.
Visible
Initializing a variable
Spaghetti code
Declaration
30. 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.
Integer
Short-circuit evaluation
Semantic error
TOE chart
31. The sequence of steps necessary to solve any problem.
Truth tables
Algorithm
Assignment statement
Local
32. All the text - numbers - and other information processed by computer.
Numeric constant
Boolean expression
Data items
IPO chart
33. Indicates an input operation and is represented by a parallelogram in flowcharts.
Conditional and Operator
Input symbol
Input
Unnamed constant
34. A specific group of characters enclosed within quotation marks.
Spaghetti code
Algorithm
Main program
String constant
35. A statement that provides a data type and an identifier for a variable.
Declaration
Detail loop tasks
Conditional and Operator
Reusability
36. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
IPO chart
Conditional and Operator
Else-Clause
37. the process of finding and correcting program errors.
Unstructured programs
Functional cohesion module
String constant
Debugging
38. Describes the state of data that is visible.
In scope
Else-Clause
Pascal casing
Truth tables
39. The act of containing a task's instructions in a module.
Mnemonic
Variable
If-Then - decision structure
Encapsulation
40. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Mnemonic
Infinite loop
Else-Clause
Modules
41. A measure of the degree to which all the module statements contribute to the same task.
Input symbol
Functional cohesion module
Stack
Making decision
42. A variable's name.
Identifier
Annotation symbol
Magic number
Numeric variable
43. The feature of modular programs that allows individual modules to be used in a variety of applications.
Dummy value
Conversion
Mnemonic
Reusability
44. Can contain alphabetic characters - numbers - and punctuation.
Data items
TOE chart
Alphanumeric values
Reusability
45. A literal numeric or string value.
Visible
Assignment statement
Functional cohesion module
Unnamed constant
46. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Main program
String variable
Mainline logic
Detail loop tasks
47. The act of testing a value.
Making decision
String variable
Hierarchy chart
Assignment statement
48. The memory address identifier to left of an assignment operator.
I-value
Detail loop tasks
Unnamed constant
Making decision
49. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Infinite loop
Goto-less programming
Integer
Detail loop tasks
50. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Declaration
Making declarations or declaring variables
Conversion