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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. Indicates an output operation and is represented by a parallelogram in flowcharts.
Assignment statement
Boolean expression
External documentation
Output symbol
2. The act of assigning its first value - often at the same time the variable is created.
Boolean expression
Initializing a variable
Variable
Reliability
3. A program include the steps that are repeated for each set of input data.
In scope
TOE chart
Detail loop tasks
Dummy value
4. 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
Encapsulation
Sequence structure
Input symbol
5. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Input
Sequence structure
I-value
Spaghetti code
6. A program development tool that lists tasks - objects - and events.
Conditional and Operator
Boolean expression
Module's body
TOE chart
7. The act of testing a value.
Named constant
Spaghetti code
Modularization
Making decision
8. Occurs when repeating logic cannot end.
If-Then - decision structure
Making declarations or declaring variables
Infinite loop
Assignment operator
9. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Making declarations or declaring variables
Loop
Sequence structure
10. The shaped like a diamond and used to represent decisions in flowcharts.
Dummy value
Local
Stack
Decision symbol
11. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Truth tables
Initializing a variable
String constant
12. A whole number.
Conversion
Integer
Semantic error
TOE chart
13. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Named constant
Assignment statement
Unstructured programs
Conversion
14. The sequence of steps necessary to solve any problem.
Dummy value
Algorithm
Identifier
End-of-job tasks
15. Describes the stat of data items when a module can recognize them.
Visible
Stack
Mnemonic
In scope
16. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Identifier
Magic number
Reliability
17. Consists of all the supporting paperwork for a program.
External documentation
Output
Modularization
Documentation
18. The entire set of actions an organization must take to switch to using a new program or set of programs.
Loop
Overhead
Conversion
String variable
19. 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
Processing symbol
Functional cohesion module
Goto-less programming
20. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Abstraction
Main program
Alphanumeric values
21. 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.
Short-circuit evaluation
Local
Data items
Identifier
22. the process of finding and correcting program errors.
Numeric variable
String constant
Debugging
Annotation symbol
23. 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.
Program Development cycle
Initializing a variable
Decision symbol
Local
24. Indicates an input operation and is represented by a parallelogram in flowcharts.
Dummy value
Internal documentation
Input symbol
Pascal casing
25. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Dummy value
Spaghetti code
Sentinel value
26. The act of containing a task's instructions in a module.
Dummy value
Documentation
Assignment statement
Encapsulation
27. A literal numeric or string value.
Short-circuit evaluation
Functional cohesion module
Unnamed constant
End-of-job tasks
28. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Dummy value
Overhead
Terminal symbol or start /stop symbol
29. An unnamed constant whose purpose is not immediately apparent.
Local
Magic number
Else-Clause
Decision symbol
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.
String variable
Numeric variable
Modules
Numeric constant
31. Hold the steps you take at the end of the program to finish the application.
Infinite loop
End-of-job tasks
Named constant
Input symbol
32. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
Goto-less programming
Numeric constant
Identifier
33. Describes variables that are declared within the module that uses them.
Main program
Documentation
Local
Declaration
34. A repetition of a series of steps.
Mainline logic
Loop
Hierarchy chart
Making declarations or declaring variables
35. Describes the extra resources a task requires.
Input
Overhead
Output
Numeric variable
36. A preselected value that stops the execution of a program.
Output symbol
Reliability
Declaration
Dummy value
37. The documentation that is outside a coded program.
Algorithm
EOF
Output symbol
External documentation
38. The equal sign; it is used to assign a value to variable or constant on its left.
EOF
Input symbol
Modules
Assignment operator
39. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Decision symbol
TOE chart
Camel casing
String variable
40. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
Unstructured programs
Processing symbol
Debugging
41. 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
Abstraction
Then-Clause of a decision
Annotation symbol
42. The process of breaking down a program into modules.
Short-circuit evaluation
Modules
Modularization
Identifier
43. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Assignment operator
External documentation
Mnemonic
Making declarations or declaring variables
44. A specific group of characters enclosed within quotation marks.
String constant
Data items
TOE chart
Hierarchy chart
45. Describes the state of data that is visible.
Input
In scope
Terminal symbol or start /stop symbol
Documentation
46. A statement that provides a data type and an identifier for a variable.
Declaration
Stack
Loop
Decision symbol
47. Action is taken only when the Boolean expression in the decision is true.
Program Development cycle
If-Then - decision structure
Detail loop tasks
Loop
48. Number is a number with decimal places.
Then-Clause of a decision
Floating point
Infinite loop
Data items
49. A variable's name.
Named constant
Making declarations or declaring variables
Identifier
Mainline logic
50. The used at each end of a flowchart. Its shape is a lozenge.
Abstraction
Terminal symbol or start /stop symbol
Loop
Debugging