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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. Occurs when a correct word is used in an incorrect context.
Numeric variable
Semantic error
Module's body
Encapsulation
2. Describes the extra resources a task requires.
Then-Clause of a decision
Functional cohesion module
Short-circuit evaluation
Overhead
3. Indicates an output operation and is represented by a parallelogram in flowcharts.
Abstraction
Output symbol
Conditional and Operator
Alphanumeric values
4. Hold the action that results when the Boolean expression in the decision is true.
Housekeeping tasks
Sequence structure
Mnemonic
Then-Clause of a decision
5. runs from start to stop and calls other modules.
Functional cohesion module
End-of-job tasks
Main program
Then-Clause of a decision
6. One that represents only one of two states - usually expressed as true or false.
Terminal symbol or start /stop symbol
Boolean expression
Semantic error
Numeric variable
7. the process of finding and correcting program errors.
Short-circuit evaluation
Hierarchy chart
Debugging
Data items
8. A program include the steps that are repeated for each set of input data.
Conversion
Hierarchy chart
External documentation
Detail loop tasks
9. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Making decision
Truth tables
Infinite loop
Loop
10. A statement that provides a data type and an identifier for a variable.
Goto-less programming
String variable
Declaration
Overhead
11. Consists of all the supporting paperwork for a program.
EOF
End-of-job tasks
TOE chart
Documentation
12. 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.
Mainline logic
Internal documentation
Camel casing
String variable
13. The act of containing a task's instructions in a module.
Declaration
Encapsulation
Algorithm
Local
14. Can contain alphabetic characters - numbers - and punctuation.
Dummy value
Local
Algorithm
Alphanumeric values
15. Programs that do not follow the rules of structured logic.
Mnemonic
Making decision
Visible
Unstructured programs
16. 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.
Truth tables
External documentation
Detail loop tasks
Sequence structure
17. The memory address identifier to left of an assignment operator.
Module's return statement
Visible
Sequence structure
I-value
18. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Named constant
Input symbol
Input
External documentation
19. Describes the stat of data items when a module can recognize them.
I-value
Housekeeping tasks
Visible
Assignment operator
20. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Detail loop tasks
Assignment statement
Numeric constant
21. 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
22. The process of paying attention to important properties while ignoring nonessential details.
Reliability
Overhead
Abstraction
Truth tables
23. The used at each end of a flowchart. Its shape is a lozenge.
External documentation
Infinite loop
Terminal symbol or start /stop symbol
Boolean expression
24. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Input
IPO chart
Modularization
Assignment statement
25. A measure of the degree to which all the module statements contribute to the same task.
External documentation
Stack
Output
Functional cohesion module
26. The snarled - unstructured program logic.
Spaghetti code
Numeric variable
Magic number
Encapsulation
27. A program development tool that lists tasks - objects - and events.
Spaghetti code
Modules
Variable
TOE chart
28. Describes the process of naming variables and assigning data type to them.
Short-circuit evaluation
Loop
Making declarations or declaring variables
Visible
29. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Input
Annotation symbol
Else-Clause
Data items
30. The entire set of actions an organization must take to switch to using a new program or set of programs.
Data type
Real numbers
Conversion
Then-Clause of a decision
31. Occurs when repeating logic cannot end.
Infinite loop
Numeric constant
String constant
Pascal casing
32. A variable's name.
Unnamed constant
Assignment operator
Identifier
Declaration
33. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Loop
Assignment operator
Mnemonic
Dummy value
34. 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
35. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
EOF
Truth tables
Mainline logic
36. Describes variables that are declared within the module that uses them.
String constant
Unstructured programs
Local
Overhead
37. Describes the state of data that is visible.
In scope
Numeric constant
Loop
Real numbers
38. A repetition of a series of steps.
Real numbers
Processing symbol
Loop
Encapsulation
39. 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.
Annotation symbol
Magic number
Unstructured programs
IPO chart
40. 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
Modules
Real numbers
Visible
41. A literal numeric or string value.
Truth tables
Assignment statement
Infinite loop
Unnamed constant
42. The similar to variable - except that its value cannot change after the first assignment.
Mainline logic
Documentation
Assignment statement
Named constant
43. 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.
Modules
Data type
Initializing a variable
In scope
44. The act of testing a value.
Making decision
TOE chart
Assignment statement
Annotation symbol
45. A diagram that illustrated modules relationships to each other.
Pascal casing
Input symbol
Infinite loop
Hierarchy chart
46. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Integer
I-value
Making declarations or declaring variables
Reliability
47. The process of breaking down a program into modules.
Mainline logic
Modularization
Main program
Module's body
48. A program development tool that delineates input - processing and outputs tasks.
Making decision
Decision symbol
Assignment statement
IPO chart
49. A whole number.
Integer
Documentation
Camel casing
Assignment statement
50. A name to describe structured programming - because structured programmers do not use a "go to" statement.
EOF
Documentation
Goto-less programming
Unnamed constant