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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 program development tool that delineates input - processing and outputs tasks.
Modules
Mainline logic
Hierarchy chart
IPO chart
2. Hold the steps you take at the end of the program to finish the application.
Numeric constant
Infinite loop
End-of-job tasks
Alphanumeric values
3. Consists of all the supporting paperwork for a program.
Abstraction
Documentation
Conversion
Overhead
4. The used at each end of a flowchart. Its shape is a lozenge.
Dummy value
Terminal symbol or start /stop symbol
Sentinel value
Functional cohesion module
5. Describes the state of data that is visible.
Camel casing
Abstraction
Input symbol
In scope
6. 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.
Assignment statement
Numeric variable
Mainline logic
Reusability
7. Describes the stat of data items when a module can recognize them.
Visible
Dummy value
Stack
Spaghetti code
8. A specific group of characters enclosed within quotation marks.
Declaration
Decision symbol
Abstraction
String constant
9. The entire set of actions an organization must take to switch to using a new program or set of programs.
Assignment operator
Mnemonic
Conversion
I-value
10. 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.
If-Then - decision structure
Visible
Program Development cycle
Conversion
11. Describes variables that are declared within the module that uses them.
Decision symbol
Else-Clause
Local
Program Development cycle
12. 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.
Dummy value
Sequence structure
Overhead
Truth tables
13. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Spaghetti code
TOE chart
Mnemonic
Sequence structure
14. Contains all the statements in the module.
15. One that represents only one of two states - usually expressed as true or false.
Mnemonic
Detail loop tasks
I-value
Boolean expression
16. 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.
Output
Numeric variable
Assignment operator
Detail loop tasks
17. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Unstructured programs
Making decision
Conditional and Operator
String variable
18. The act of testing a value.
String constant
Making decision
Conditional and Operator
Conversion
19. The similar to variable - except that its value cannot change after the first assignment.
Unstructured programs
Dummy value
Identifier
Named constant
20. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
Conversion
I-value
Overhead
21. A named memory location whose value can vary.
Variable
Processing symbol
Program Development cycle
In scope
22. runs from start to stop and calls other modules.
Integer
Goto-less programming
Numeric variable
Main program
23. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Declaration
Algorithm
Conditional and Operator
Module's return statement
24. Indicates an output operation and is represented by a parallelogram in flowcharts.
TOE chart
Camel casing
Output symbol
Semantic error
25. A whole number.
Conversion
Visible
Mainline logic
Integer
26. A program include the steps that are repeated for each set of input data.
Visible
Short-circuit evaluation
Detail loop tasks
Sentinel value
27. A literal numeric or string value.
Sentinel value
Unnamed constant
Camel casing
Integer
28. the process of finding and correcting program errors.
Debugging
Conditional and Operator
Visible
Internal documentation
29. A statement that provides a data type and an identifier for a variable.
Declaration
Output
Conversion
Data type
30. The documentation that is outside a coded program.
Encapsulation
Internal documentation
Output
External documentation
31. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Named constant
Decision symbol
Conversion
Input
32. 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.
Loop
Camel casing
Conditional and Operator
Real numbers
33. Describes the process of naming variables and assigning data type to them.
Sentinel value
Unstructured programs
Making declarations or declaring variables
Spaghetti code
34. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Then-Clause of a decision
Housekeeping tasks
String variable
Camel casing
35. A variable's name.
I-value
Initializing a variable
Internal documentation
Identifier
36. The process of breaking down a program into modules.
Module's body
Modularization
Functional cohesion module
Main program
37. An unnamed constant whose purpose is not immediately apparent.
Camel casing
Unstructured programs
Magic number
Spaghetti code
38. A preselected value that stops the execution of a program.
Boolean expression
Dummy value
String constant
Sentinel value
39. Describes the extra resources a task requires.
TOE chart
Reliability
Module's body
Overhead
40. Hold the action that results when the Boolean expression in the decision is true.
Truth tables
Overhead
Then-Clause of a decision
I-value
41. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
42. The snarled - unstructured program logic.
Reliability
Module's body
In scope
Spaghetti code
43. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Overhead
In scope
String variable
44. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Truth tables
Else-Clause
Modularization
Semantic error
45. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Output
Encapsulation
Documentation
46. All the text - numbers - and other information processed by computer.
Module's return statement
Dummy value
Data items
Real numbers
47. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Alphanumeric values
Camel casing
Debugging
48. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Then-Clause of a decision
Output symbol
Modules
Making decision
49. End of file.
EOF
Unstructured programs
Assignment operator
String constant
50. The equal sign; it is used to assign a value to variable or constant on its left.
End-of-job tasks
Variable
Else-Clause
Assignment operator