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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 diagram that illustrated modules relationships to each other.
Hierarchy chart
EOF
Visible
Data items
2. The process of paying attention to important properties while ignoring nonessential details.
Hierarchy chart
Overhead
Unstructured programs
Abstraction
3. Indicates and output operation and is represented by a parallelogram in flowcharts.
Terminal symbol or start /stop symbol
Spaghetti code
Module's body
Processing symbol
4. Number is a number with decimal places.
Integer
Floating point
Loop
Camel casing
5. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Terminal symbol or start /stop symbol
Declaration
String constant
6. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Semantic error
Conditional and Operator
IPO chart
Alphanumeric values
7. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Integer
Input
IPO chart
Floating point
8. Describes the stat of data items when a module can recognize them.
Visible
Overhead
Input symbol
In scope
9. A program development tool that delineates input - processing and outputs tasks.
Else-Clause
Local
IPO chart
Input
10. The entire set of actions an organization must take to switch to using a new program or set of programs.
Terminal symbol or start /stop symbol
Floating point
Conversion
Assignment operator
11. The snarled - unstructured program logic.
Then-Clause of a decision
String variable
Decision symbol
Spaghetti code
12. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
IPO chart
Else-Clause
Conversion
Floating point
13. The shaped like a diamond and used to represent decisions in flowcharts.
Declaration
Decision symbol
Pascal casing
Variable
14. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Internal documentation
Assignment statement
Local
Else-Clause
15. The feature of modular programs that allows individual modules to be used in a variety of applications.
Numeric constant
Reusability
Goto-less programming
Then-Clause of a decision
16. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Visible
String variable
Loop
17. Occurs when repeating logic cannot end.
Infinite loop
EOF
Annotation symbol
TOE chart
18. 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.
Terminal symbol or start /stop symbol
Boolean expression
Output
Truth tables
19. The act of assigning its first value - often at the same time the variable is created.
Goto-less programming
Mnemonic
Processing symbol
Initializing a variable
20. 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.
Numeric variable
Pascal casing
EOF
Internal documentation
21. A whole number.
Integer
Input symbol
Truth tables
Detail loop tasks
22. runs from start to stop and calls other modules.
Identifier
Spaghetti code
Main program
Reliability
23. Describes the extra resources a task requires.
Spaghetti code
I-value
Camel casing
Overhead
24. The equal sign; it is used to assign a value to variable or constant on its left.
Internal documentation
Integer
Assignment operator
Assignment statement
25. A program development tool that lists tasks - objects - and events.
Else-Clause
Modules
Input symbol
TOE chart
26. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
Detail loop tasks
Assignment statement
If-Then - decision structure
27. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
TOE chart
Else-Clause
Program Development cycle
Mnemonic
28. Includes the module identifier and possibly other necessary identifying information.
Conversion
Initializing a variable
Mainline logic
Local
29. The documentation within a coded program.
EOF
Processing symbol
Internal documentation
Then-Clause of a decision
30. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
End-of-job tasks
Unnamed constant
Output
31. A measure of the degree to which all the module statements contribute to the same task.
Numeric constant
Functional cohesion module
Reusability
Detail loop tasks
32. A statement that provides a data type and an identifier for a variable.
Stack
Declaration
Numeric constant
Hierarchy chart
33. Occurs when a correct word is used in an incorrect context.
Numeric constant
Data items
Floating point
Semantic error
34. The sequence of steps necessary to solve any problem.
Variable
Algorithm
Infinite loop
String constant
35. A named memory location whose value can vary.
Loop
Terminal symbol or start /stop symbol
Variable
Semantic error
36. Describes the state of data that is visible.
In scope
Module's body
Data type
Algorithm
37. Programs that do not follow the rules of structured logic.
Conversion
Main program
Unstructured programs
Real numbers
38. 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.
Processing symbol
Loop
Pascal casing
Annotation symbol
39. Can contain alphabetic characters - numbers - and punctuation.
Annotation symbol
Semantic error
Alphanumeric values
Then-Clause of a decision
40. 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
41. A literal numeric or string value.
Magic number
Data type
Visible
Unnamed constant
42. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Decision symbol
If-Then - decision structure
Integer
String variable
43. One that represents only one of two states - usually expressed as true or false.
Assignment operator
Assignment statement
End-of-job tasks
Boolean expression
44. Floating-point numbers.
Encapsulation
Sequence structure
Loop
Real numbers
45. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
End-of-job tasks
Sentinel value
Stack
Semantic error
46. Hold the steps you take at the end of the program to finish the application.
IPO chart
Spaghetti code
End-of-job tasks
Stack
47. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Main program
Magic number
End-of-job tasks
Modules
48. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Floating point
If-Then - decision structure
Alphanumeric values
49. Hold the action that results when the Boolean expression in the decision is true.
If-Then - decision structure
Hierarchy chart
Then-Clause of a decision
Detail loop tasks
50. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
Infinite loop
Numeric constant
Data items