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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 preselected value that stops the execution of a program.
Input symbol
Documentation
Dummy value
Numeric variable
2. the process of finding and correcting program errors.
Debugging
Overhead
Input
EOF
3. One that represents only one of two states - usually expressed as true or false.
External documentation
Output symbol
Boolean expression
Sentinel value
4. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Encapsulation
Input symbol
Annotation symbol
5. 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.
Data type
Mnemonic
Internal documentation
Unstructured programs
6. All the text - numbers - and other information processed by computer.
Output
Data items
String variable
Stack
7. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Conditional and Operator
Boolean expression
Else-Clause
Conversion
8. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Magic number
Conditional and Operator
Floating point
Input symbol
9. A specific numeric value.
Annotation symbol
Numeric constant
Spaghetti code
End-of-job tasks
10. A preselected value that stops the execution of a program.
Modularization
Sentinel value
Module's return statement
Decision symbol
11. The similar to variable - except that its value cannot change after the first assignment.
Camel casing
Named constant
Sequence structure
Input symbol
12. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Documentation
String constant
Local
13. Hold the action that results when the Boolean expression in the decision is true.
Reliability
IPO chart
Then-Clause of a decision
Input symbol
14. The feature of modular programs that allows individual modules to be used in a variety of applications.
Input symbol
Dummy value
Reusability
Stack
15. 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 variable
I-value
Making declarations or declaring variables
Boolean expression
16. A literal numeric or string value.
Unnamed constant
Real numbers
Mnemonic
Reusability
17. Describes variables that are declared within the module that uses them.
Making decision
Truth tables
Input
Local
18. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Reliability
Infinite loop
Integer
End-of-job tasks
19. The documentation within a coded program.
Floating point
Internal documentation
Program Development cycle
Decision symbol
20. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Detail loop tasks
Annotation symbol
Truth tables
Program Development cycle
21. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Modularization
Declaration
Input
Integer
22. A variable's name.
Real numbers
Alphanumeric values
Output
Identifier
23. A specific group of characters enclosed within quotation marks.
String constant
Making declarations or declaring variables
Main program
Internal documentation
24. Describes the extra resources a task requires.
I-value
Real numbers
Semantic error
Overhead
25. Number is a number with decimal places.
Annotation symbol
Floating point
Numeric constant
Output symbol
26. Indicates and output operation and is represented by a parallelogram in flowcharts.
Local
Processing symbol
Encapsulation
Stack
27. The shaped like a diamond and used to represent decisions in flowcharts.
External documentation
Modules
Decision symbol
Reliability
28. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
TOE chart
Modularization
Modules
Reliability
29. An unnamed constant whose purpose is not immediately apparent.
Module's return statement
Named constant
Visible
Magic number
30. Indicates an output operation and is represented by a parallelogram in flowcharts.
EOF
Output symbol
Real numbers
Assignment operator
31. 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.
Sentinel value
Numeric constant
Annotation symbol
Stack
32. Hold the steps you take at the end of the program to finish the application.
Numeric constant
Input symbol
Loop
End-of-job tasks
33. The process of breaking down a program into modules.
Detail loop tasks
Making decision
Camel casing
Modularization
34. Consists of all the supporting paperwork for a program.
Making decision
Algorithm
Documentation
Declaration
35. A statement that provides a data type and an identifier for a variable.
Stack
Declaration
In scope
Processing symbol
36. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Modularization
Debugging
TOE chart
37. 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.
Documentation
Pascal casing
Terminal symbol or start /stop symbol
Module's return statement
38. The memory address identifier to left of an assignment operator.
Output symbol
Truth tables
TOE chart
I-value
39. 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.
Detail loop tasks
Overhead
Algorithm
Program Development cycle
40. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Identifier
Terminal symbol or start /stop symbol
Else-Clause
41. 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
42. The act of containing a task's instructions in a module.
Numeric variable
Encapsulation
Making declarations or declaring variables
Modules
43. runs from start to stop and calls other modules.
Magic number
End-of-job tasks
Then-Clause of a decision
Main program
44. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Terminal symbol or start /stop symbol
String variable
Numeric constant
45. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Modules
Encapsulation
Reliability
46. End of file.
Mnemonic
Program Development cycle
EOF
Sequence structure
47. Contains all the statements in the module.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
48. A named memory location whose value can vary.
Numeric variable
Algorithm
Variable
Detail loop tasks
49. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Pascal casing
Else-Clause
Detail loop tasks
50. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Goto-less programming
Modularization
Infinite loop