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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 specific group of characters enclosed within quotation marks.
String constant
Sequence structure
Truth tables
Input symbol
2. 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.
Module's body
Short-circuit evaluation
Floating point
Loop
3. One that represents only one of two states - usually expressed as true or false.
Functional cohesion module
Boolean expression
Documentation
External documentation
4. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Infinite loop
Conditional and Operator
Output symbol
5. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Abstraction
Terminal symbol or start /stop symbol
Assignment statement
6. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
I-value
Variable
Boolean expression
Housekeeping tasks
7. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Module's return statement
Conversion
Program Development cycle
8. Describes the state of data that is visible.
Annotation symbol
Else-Clause
In scope
Overhead
9. Includes the module identifier and possibly other necessary identifying information.
Sequence structure
External documentation
Mainline logic
Making declarations or declaring variables
10. The process of paying attention to important properties while ignoring nonessential details.
Numeric variable
IPO chart
Conditional and Operator
Abstraction
11. Describes the process of naming variables and assigning data type to them.
Conditional and Operator
Alphanumeric values
Making declarations or declaring variables
Goto-less programming
12. Indicates an output operation and is represented by a parallelogram in flowcharts.
String constant
Output symbol
Stack
Sequence structure
13. The similar to variable - except that its value cannot change after the first assignment.
Output symbol
Reliability
Named constant
Modularization
14. The memory address identifier to left of an assignment operator.
I-value
Visible
End-of-job tasks
Input
15. runs from start to stop and calls other modules.
Mainline logic
Main program
Stack
Goto-less programming
16. Describes the extra resources a task requires.
Dummy value
I-value
Detail loop tasks
Overhead
17. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Data items
Goto-less programming
Modules
Unstructured programs
18. Indicates an input operation and is represented by a parallelogram in flowcharts.
Boolean expression
Goto-less programming
Input symbol
Conditional and Operator
19. The act of containing a task's instructions in a module.
Output symbol
Camel casing
Encapsulation
TOE chart
20. The documentation within a coded program.
Main program
Internal documentation
Making decision
EOF
21. A whole number.
Initializing a variable
Output symbol
Overhead
Integer
22. 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
Debugging
Decision symbol
Annotation symbol
23. the process of finding and correcting program errors.
Debugging
Unstructured programs
Loop
Housekeeping tasks
24. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Sequence structure
Terminal symbol or start /stop symbol
Short-circuit evaluation
Conditional and Operator
25. Can hold text that includes letters - digits - and special characters such as punctuation marks.
I-value
Stack
String variable
Short-circuit evaluation
26. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
External documentation
Making declarations or declaring variables
Alphanumeric values
27. The process of breaking down a program into modules.
Short-circuit evaluation
Modularization
Annotation symbol
Documentation
28. The used at each end of a flowchart. Its shape is a lozenge.
Numeric variable
Terminal symbol or start /stop symbol
Overhead
Detail loop tasks
29. A literal numeric or string value.
Algorithm
Conversion
Unnamed constant
Magic number
30. 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
Boolean expression
Pascal casing
Truth tables
31. All the text - numbers - and other information processed by computer.
Internal documentation
End-of-job tasks
Integer
Data items
32. The entire set of actions an organization must take to switch to using a new program or set of programs.
Annotation symbol
Conversion
EOF
Documentation
33. A program include the steps that are repeated for each set of input data.
Visible
Detail loop tasks
Making declarations or declaring variables
Reliability
34. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
String constant
Goto-less programming
Detail loop tasks
35. A variable's name.
Conditional and Operator
Hierarchy chart
Identifier
Annotation symbol
36. The act of assigning its first value - often at the same time the variable is created.
Named constant
Initializing a variable
Short-circuit evaluation
Camel casing
37. Occurs when repeating logic cannot end.
Named constant
If-Then - decision structure
Infinite loop
Modules
38. The sequence of steps necessary to solve any problem.
Assignment operator
Algorithm
Magic number
Real numbers
39. A repetition of a series of steps.
Truth tables
Debugging
Loop
EOF
40. A specific numeric value.
Numeric constant
I-value
Semantic error
Algorithm
41. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Sentinel value
Initializing a variable
Program Development cycle
Modules
42. Action is taken only when the Boolean expression in the decision is true.
Conditional and Operator
In scope
If-Then - decision structure
Program Development cycle
43. 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.
Reliability
Sequence structure
Modules
Visible
44. A preselected value that stops the execution of a program.
Making declarations or declaring variables
Sentinel value
Data type
Module's body
45. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
46. A program development tool that lists tasks - objects - and events.
Reliability
TOE chart
Boolean expression
Floating point
47. A program development tool that delineates input - processing and outputs tasks.
Module's return statement
IPO chart
Data type
I-value
48. Consists of all the supporting paperwork for a program.
Reliability
Documentation
Loop
Terminal symbol or start /stop symbol
49. Occurs when a correct word is used in an incorrect context.
Stack
TOE chart
Algorithm
Semantic error
50. Describes variables that are declared within the module that uses them.
Integer
Module's body
Local
Floating point