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