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