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