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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 name to describe structured programming - because structured programmers do not use a "go to" statement.
Camel casing
Conditional and Operator
TOE chart
Goto-less programming
2. The equal sign; it is used to assign a value to variable or constant on its left.
Processing symbol
Assignment operator
Loop
Integer
3. The process of breaking down a program into modules.
Modularization
Annotation symbol
Functional cohesion module
Data type
4. Occurs when repeating logic cannot end.
Infinite loop
Module's return statement
Functional cohesion module
Initializing a variable
5. Occurs when a correct word is used in an incorrect context.
Variable
Semantic error
If-Then - decision structure
Integer
6. Describes the state of data that is visible.
Infinite loop
Declaration
Assignment statement
In scope
7. 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.
Module's return statement
Annotation symbol
Reusability
Initializing a variable
8. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
String variable
Else-Clause
Reliability
Magic number
9. One that represents only one of two states - usually expressed as true or false.
Annotation symbol
Boolean expression
Encapsulation
Decision symbol
10. Describes the stat of data items when a module can recognize them.
Modularization
Camel casing
Visible
In scope
11. Describes variables that are declared within the module that uses them.
Truth tables
Unnamed constant
Numeric variable
Local
12. A statement that provides a data type and an identifier for a variable.
Debugging
Declaration
Data items
Module's body
13. A diagram that illustrated modules relationships to each other.
Module's return statement
Hierarchy chart
Modules
Integer
14. The documentation within a coded program.
EOF
Modules
Detail loop tasks
Internal documentation
15. The act of testing a value.
Named constant
Making decision
Annotation symbol
If-Then - decision structure
16. The process of paying attention to important properties while ignoring nonessential details.
Reusability
Abstraction
Infinite loop
Program Development cycle
17. 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
18. A measure of the degree to which all the module statements contribute to the same task.
TOE chart
Functional cohesion module
Making declarations or declaring variables
Declaration
19. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Spaghetti code
Visible
Making declarations or declaring variables
20. A program development tool that lists tasks - objects - and events.
Data type
TOE chart
Mainline logic
Short-circuit evaluation
21. The entire set of actions an organization must take to switch to using a new program or set of programs.
Module's return statement
Encapsulation
Debugging
Conversion
22. A program development tool that delineates input - processing and outputs tasks.
Short-circuit evaluation
Camel casing
IPO chart
Housekeeping tasks
23. Indicates and output operation and is represented by a parallelogram in flowcharts.
Processing symbol
Loop
TOE chart
External documentation
24. 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.
Internal documentation
Truth tables
Short-circuit evaluation
Annotation symbol
25. All the text - numbers - and other information processed by computer.
Module's return statement
Making declarations or declaring variables
Data items
Mainline logic
26. Describes the extra resources a task requires.
Module's return statement
Dummy value
Hierarchy chart
Overhead
27. 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.
Mnemonic
Infinite loop
Sequence structure
Making declarations or declaring variables
28. The documentation that is outside a coded program.
Documentation
Encapsulation
External documentation
Reliability
29. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Else-Clause
Data type
Making decision
30. A literal numeric or string value.
Declaration
Unnamed constant
Sentinel value
Algorithm
31. A whole number.
Semantic error
Hierarchy chart
Infinite loop
Integer
32. End of file.
EOF
Mnemonic
Sentinel value
Camel casing
33. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Internal documentation
Housekeeping tasks
Module's body
Detail loop tasks
34. the process of finding and correcting program errors.
Annotation symbol
Encapsulation
Debugging
Floating point
35. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
In scope
Then-Clause of a decision
Making declarations or declaring variables
Mnemonic
36. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Data items
Housekeeping tasks
Named constant
37. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Alphanumeric values
Assignment statement
Reliability
Making decision
38. The act of containing a task's instructions in a module.
Output
Documentation
Internal documentation
Encapsulation
39. Number is a number with decimal places.
Then-Clause of a decision
Floating point
Alphanumeric values
Spaghetti code
40. The similar to variable - except that its value cannot change after the first assignment.
Modularization
Alphanumeric values
Named constant
If-Then - decision structure
41. Hold the action that results when the Boolean expression in the decision is true.
Truth tables
Then-Clause of a decision
Modularization
Named constant
42. An unnamed constant whose purpose is not immediately apparent.
Numeric constant
Magic number
Hierarchy chart
Module's body
43. Action is taken only when the Boolean expression in the decision is true.
Then-Clause of a decision
Output
Main program
If-Then - decision structure
44. A specific numeric value.
Identifier
Reliability
Numeric constant
Unstructured programs
45. runs from start to stop and calls other modules.
Modularization
Alphanumeric values
Functional cohesion module
Main program
46. A specific group of characters enclosed within quotation marks.
String constant
EOF
Visible
Truth tables
47. The snarled - unstructured program logic.
Unstructured programs
Spaghetti code
Loop
Making declarations or declaring variables
48. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Reliability
Infinite loop
Modules
Conversion
49. Floating-point numbers.
Real numbers
String constant
Sequence structure
Camel casing
50. A variable's name.
End-of-job tasks
Reliability
Identifier
Encapsulation