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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. Can contain alphabetic characters - numbers - and punctuation.
Internal documentation
Alphanumeric values
Housekeeping tasks
Variable
2. A diagram that illustrated modules relationships to each other.
Hierarchy chart
End-of-job tasks
Making declarations or declaring variables
Visible
3. The act of assigning its first value - often at the same time the variable is created.
Loop
Declaration
Mainline logic
Initializing a variable
4. Indicates an output operation and is represented by a parallelogram in flowcharts.
Modules
Output symbol
Integer
Spaghetti code
5. The memory address identifier to left of an assignment operator.
I-value
Annotation symbol
Module's return statement
Dummy value
6. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Floating point
Loop
Overhead
Conditional and Operator
7. 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.
Program Development cycle
Pascal casing
Data type
Processing symbol
8. The sequence of steps necessary to solve any problem.
Abstraction
In scope
Reliability
Algorithm
9. A literal numeric or string value.
I-value
Functional cohesion module
Unnamed constant
Reusability
10. An unnamed constant whose purpose is not immediately apparent.
Named constant
Unnamed constant
Magic number
Infinite loop
11. End of file.
Module's return statement
Abstraction
EOF
Making decision
12. Floating-point numbers.
EOF
Input symbol
Real numbers
Infinite loop
13. The process of breaking down a program into modules.
Detail loop tasks
Input
Conditional and Operator
Modularization
14. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Making decision
Input
Making declarations or declaring variables
Output symbol
15. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Local
Making decision
Mnemonic
16. Consists of all the supporting paperwork for a program.
Reusability
Camel casing
Assignment operator
Documentation
17. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
IPO chart
Stack
Data type
18. The process of paying attention to important properties while ignoring nonessential details.
Conditional and Operator
Abstraction
Variable
Housekeeping tasks
19. A specific group of characters enclosed within quotation marks.
String constant
Reliability
Annotation symbol
Local
20. The used at each end of a flowchart. Its shape is a lozenge.
Short-circuit evaluation
Terminal symbol or start /stop symbol
Numeric constant
Output symbol
21. the process of finding and correcting program errors.
Decision symbol
Debugging
Data type
Then-Clause of a decision
22. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Reusability
Else-Clause
Local
Mnemonic
23. Includes the module identifier and possibly other necessary identifying information.
Semantic error
Assignment operator
Mainline logic
Numeric variable
24. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Reliability
Data items
Algorithm
Output symbol
25. A whole number.
Integer
Loop
Short-circuit evaluation
Main program
26. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Algorithm
Stack
Output
Detail loop tasks
27. Occurs when repeating logic cannot end.
Input symbol
Pascal casing
TOE chart
Infinite loop
28. 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
Modules
Short-circuit evaluation
I-value
29. Describes the stat of data items when a module can recognize them.
Then-Clause of a decision
Real numbers
I-value
Visible
30. A specific numeric value.
Output symbol
Named constant
Numeric constant
Module's body
31. The snarled - unstructured program logic.
Abstraction
Mnemonic
Spaghetti code
Variable
32. The similar to variable - except that its value cannot change after the first assignment.
Processing symbol
Semantic error
Named constant
Short-circuit evaluation
33. 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.
Decision symbol
Declaration
Documentation
Sequence structure
34. The documentation within a coded program.
Input
Debugging
TOE chart
Internal documentation
35. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Encapsulation
Housekeeping tasks
Initializing a variable
36. Number is a number with decimal places.
Visible
Floating point
Conditional and Operator
Stack
37. A program development tool that lists tasks - objects - and events.
Else-Clause
Variable
Assignment statement
TOE chart
38. All the text - numbers - and other information processed by computer.
Data items
Module's body
Modules
Numeric constant
39. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Alphanumeric values
Assignment statement
Magic number
Infinite loop
40. The shaped like a diamond and used to represent decisions in flowcharts.
External documentation
String constant
Documentation
Decision symbol
41. The act of testing a value.
Conversion
Truth tables
Making decision
Goto-less programming
42. The equal sign; it is used to assign a value to variable or constant on its left.
Module's return statement
Assignment operator
End-of-job tasks
Housekeeping tasks
43. Occurs when a correct word is used in an incorrect context.
Short-circuit evaluation
Stack
Semantic error
Declaration
44. Contains all the statements in the module.
45. 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.
Floating point
Data type
Named constant
Output
46. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Local
Stack
String variable
Detail loop tasks
47. Describes the extra resources a task requires.
Initializing a variable
Overhead
Local
Modularization
48. Action is taken only when the Boolean expression in the decision is true.
Modules
Annotation symbol
Mnemonic
If-Then - decision structure
49. A variable's name.
Main program
Modules
Floating point
Identifier
50. The feature of modular programs that allows individual modules to be used in a variety of applications.
Input
Main program
Reusability
Sentinel value