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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. An unnamed constant whose purpose is not immediately apparent.
Dummy value
Short-circuit evaluation
Magic number
Detail loop tasks
2. Indicates and output operation and is represented by a parallelogram in flowcharts.
Goto-less programming
Input
Processing symbol
Data type
3. All the text - numbers - and other information processed by computer.
Making declarations or declaring variables
Module's body
Data items
Infinite loop
4. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Else-Clause
Input
Visible
Terminal symbol or start /stop symbol
5. The sequence of steps necessary to solve any problem.
Housekeeping tasks
Else-Clause
Algorithm
Reusability
6. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Making declarations or declaring variables
Conditional and Operator
Spaghetti code
7. 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.
Local
Output
External documentation
Terminal symbol or start /stop symbol
8. A whole number.
Making decision
Boolean expression
Integer
String constant
9. Describes the stat of data items when a module can recognize them.
Visible
Overhead
Floating point
Annotation symbol
10. 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
Reusability
Identifier
Making decision
11. Number is a number with decimal places.
Goto-less programming
Mainline logic
Encapsulation
Floating point
12. A program include the steps that are repeated for each set of input data.
Output symbol
Loop
Encapsulation
Detail loop tasks
13. 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 constant
Then-Clause of a decision
Numeric variable
Local
14. Programs that do not follow the rules of structured logic.
Local
Assignment statement
Semantic error
Unstructured programs
15. The process of breaking down a program into modules.
Reusability
Conversion
Modularization
Mnemonic
16. A named memory location whose value can vary.
Variable
Reliability
If-Then - decision structure
Named constant
17. The shaped like a diamond and used to represent decisions in flowcharts.
Housekeeping tasks
Conversion
Reliability
Decision symbol
18. Can contain alphabetic characters - numbers - and punctuation.
EOF
Alphanumeric values
Semantic error
Unstructured programs
19. Contains all the statements in the module.
20. Action is taken only when the Boolean expression in the decision is true.
Debugging
Short-circuit evaluation
Goto-less programming
If-Then - decision structure
21. Floating-point numbers.
Input symbol
Data items
Real numbers
Identifier
22. Describes the extra resources a task requires.
Housekeeping tasks
Numeric constant
Documentation
Overhead
23. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
End-of-job tasks
Input symbol
Integer
Else-Clause
24. A literal numeric or string value.
Mainline logic
Program Development cycle
Camel casing
Unnamed constant
25. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
TOE chart
Conditional and Operator
Module's return statement
Sentinel value
26. The similar to variable - except that its value cannot change after the first assignment.
Annotation symbol
Named constant
Mainline logic
Documentation
27. The documentation that is outside a coded program.
Documentation
External documentation
Real numbers
Overhead
28. Occurs when a correct word is used in an incorrect context.
Loop
Internal documentation
Semantic error
Unnamed constant
29. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Sequence structure
Modules
Numeric variable
Assignment operator
30. The act of testing a value.
Making decision
Terminal symbol or start /stop symbol
Loop
Reliability
31. A specific group of characters enclosed within quotation marks.
String constant
Boolean expression
Documentation
Input symbol
32. A statement that provides a data type and an identifier for a variable.
Detail loop tasks
External documentation
Conditional and Operator
Declaration
33. End of file.
Output
Encapsulation
Abstraction
EOF
34. Hold the steps you take at the end of the program to finish the application.
In scope
Making decision
Abstraction
End-of-job tasks
35. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Variable
Reliability
Stack
Terminal symbol or start /stop symbol
36. The act of containing a task's instructions in a module.
Encapsulation
Visible
Real numbers
Terminal symbol or start /stop symbol
37. The entire set of actions an organization must take to switch to using a new program or set of programs.
EOF
Boolean expression
Assignment operator
Conversion
38. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Documentation
String constant
Mainline logic
39. the process of finding and correcting program errors.
Program Development cycle
IPO chart
Declaration
Debugging
40. 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.
Program Development cycle
Magic number
Reusability
Short-circuit evaluation
41. The documentation within a coded program.
Then-Clause of a decision
Modules
Internal documentation
Data items
42. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Data items
Abstraction
Conversion
43. The memory address identifier to left of an assignment operator.
Making decision
I-value
IPO chart
Input
44. A specific numeric value.
Sequence structure
Numeric constant
Annotation symbol
Data items
45. Occurs when repeating logic cannot end.
Floating point
Declaration
Infinite loop
Internal documentation
46. The snarled - unstructured program logic.
Making decision
Mnemonic
Declaration
Spaghetti code
47. runs from start to stop and calls other modules.
TOE chart
Conditional and Operator
Semantic error
Main program
48. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Loop
Spaghetti code
Alphanumeric values
49. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Pascal casing
Modules
Decision symbol
50. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.