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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.
Initializing a variable
Named constant
Data items
Then-Clause of a decision
2. 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.
Magic number
Camel casing
Input symbol
Numeric variable
3. Hold the action that results when the Boolean expression in the decision is true.
Detail loop tasks
Identifier
Mainline logic
Then-Clause of a decision
4. Occurs when repeating logic cannot end.
Infinite loop
Input
Floating point
Variable
5. 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
Modules
Hierarchy chart
Unnamed constant
6. 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.
Mainline logic
Data items
Annotation symbol
If-Then - decision structure
7. A specific group of characters enclosed within quotation marks.
Algorithm
Unstructured programs
String constant
Modules
8. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Processing symbol
Housekeeping tasks
Input
Goto-less programming
9. A preselected value that stops the execution of a program.
Semantic error
Sentinel value
Overhead
I-value
10. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Mainline logic
Decision symbol
Identifier
11. The shaped like a diamond and used to represent decisions in flowcharts.
Spaghetti code
Decision symbol
Semantic error
Terminal symbol or start /stop symbol
12. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Loop
Functional cohesion module
Dummy value
Truth tables
13. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Variable
Data items
Encapsulation
Stack
14. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Spaghetti code
Real numbers
Making decision
15. Describes the stat of data items when a module can recognize them.
Mnemonic
Annotation symbol
Visible
Goto-less programming
16. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Real numbers
Else-Clause
Numeric variable
Sequence structure
17. Describes the extra resources a task requires.
Output symbol
Algorithm
Housekeeping tasks
Overhead
18. A repetition of a series of steps.
Short-circuit evaluation
Loop
Abstraction
Module's return statement
19. A diagram that illustrated modules relationships to each other.
Annotation symbol
Hierarchy chart
Goto-less programming
Spaghetti code
20. A program include the steps that are repeated for each set of input data.
I-value
Conditional and Operator
Output symbol
Detail loop tasks
21. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
If-Then - decision structure
Declaration
Unstructured programs
22. Can contain alphabetic characters - numbers - and punctuation.
Conversion
Boolean expression
Alphanumeric values
If-Then - decision structure
23. Indicates an output operation and is represented by a parallelogram in flowcharts.
End-of-job tasks
Internal documentation
Data items
Output symbol
24. An unnamed constant whose purpose is not immediately apparent.
Main program
Annotation symbol
Magic number
Visible
25. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Identifier
Algorithm
Boolean expression
26. Includes the module identifier and possibly other necessary identifying information.
Dummy value
Mainline logic
Identifier
Data type
27. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Unstructured programs
Numeric variable
Terminal symbol or start /stop symbol
Assignment statement
28. 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.
Encapsulation
Output
Debugging
Data type
29. A named memory location whose value can vary.
Reusability
Detail loop tasks
Variable
Declaration
30. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Terminal symbol or start /stop symbol
If-Then - decision structure
In scope
Housekeeping tasks
31. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Terminal symbol or start /stop symbol
Input
Floating point
Else-Clause
32. runs from start to stop and calls other modules.
Main program
Magic number
Data type
Making decision
33. Contains all the statements in the module.
Warning
: Invalid argument supplied for foreach() in
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on line
183
34. The similar to variable - except that its value cannot change after the first assignment.
Initializing a variable
Assignment operator
Named constant
Documentation
35. A specific numeric value.
Dummy value
Spaghetti code
Numeric constant
String variable
36. A whole number.
Integer
String constant
Spaghetti code
Else-Clause
37. The memory address identifier to left of an assignment operator.
I-value
Numeric constant
Stack
Input symbol
38. The process of paying attention to important properties while ignoring nonessential details.
Decision symbol
Initializing a variable
Data items
Abstraction
39. Indicates and output operation and is represented by a parallelogram in flowcharts.
Processing symbol
Spaghetti code
Making declarations or declaring variables
EOF
40. 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.
Unstructured programs
External documentation
Then-Clause of a decision
Data type
41. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Alphanumeric values
Modularization
Named constant
Reliability
42. Occurs when a correct word is used in an incorrect context.
Initializing a variable
Detail loop tasks
Program Development cycle
Semantic error
43. A program development tool that lists tasks - objects - and events.
Loop
TOE chart
Processing symbol
Modularization
44. The sequence of steps necessary to solve any problem.
Unnamed constant
Overhead
Algorithm
Goto-less programming
45. the process of finding and correcting program errors.
Modules
Debugging
Assignment operator
Alphanumeric values
46. End of file.
EOF
Module's body
Overhead
Unnamed constant
47. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Camel casing
Overhead
Else-Clause
48. Describes the state of data that is visible.
Loop
Truth tables
TOE chart
In scope
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.
Pascal casing
EOF
Variable
Reusability
50. A literal numeric or string value.
Unnamed constant
Module's return statement
Then-Clause of a decision
String variable