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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. End of file.
End-of-job tasks
Spaghetti code
Alphanumeric values
EOF
2. Programs that do not follow the rules of structured logic.
Unstructured programs
Pascal casing
Input
Functional cohesion module
3. Hold the action that results when the Boolean expression in the decision is true.
Numeric constant
String variable
Then-Clause of a decision
String constant
4. A program development tool that lists tasks - objects - and events.
TOE chart
Housekeeping tasks
Functional cohesion module
Integer
5. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Pascal casing
Making declarations or declaring variables
Reliability
6. A program include the steps that are repeated for each set of input data.
Integer
Detail loop tasks
Numeric constant
Algorithm
7. runs from start to stop and calls other modules.
Truth tables
TOE chart
Main program
Data items
8. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Input symbol
Numeric variable
Annotation symbol
9. Indicates an input operation and is represented by a parallelogram in flowcharts.
Internal documentation
Input symbol
Initializing a variable
Input
10. 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.
Real numbers
Pascal casing
Output symbol
Sentinel value
11. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Visible
Else-Clause
Module's body
12. Number is a number with decimal places.
Semantic error
Unstructured programs
Floating point
Sequence structure
13. The snarled - unstructured program logic.
Hierarchy chart
Spaghetti code
Mainline logic
Goto-less programming
14. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Output
Camel casing
Stack
15. 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.
Visible
Program Development cycle
Numeric variable
Encapsulation
16. A literal numeric or string value.
Integer
Program Development cycle
Numeric variable
Unnamed constant
17. 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
Floating point
Processing symbol
Semantic error
18. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
19. A specific numeric value.
Module's body
Conditional and Operator
Main program
Numeric constant
20. Describes variables that are declared within the module that uses them.
Variable
Loop
Local
Pascal casing
21. The equal sign; it is used to assign a value to variable or constant on its left.
Annotation symbol
Decision symbol
Numeric constant
Assignment operator
22. A named memory location whose value can vary.
TOE chart
Variable
Functional cohesion module
Unstructured programs
23. The used at each end of a flowchart. Its shape is a lozenge.
TOE chart
Camel casing
Truth tables
Terminal symbol or start /stop symbol
24. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Input
Numeric constant
Pascal casing
Infinite loop
25. 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.
Reusability
Data type
Output
Making decision
26. Describes the extra resources a task requires.
String variable
Input
Overhead
Short-circuit evaluation
27. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Annotation symbol
Detail loop tasks
Integer
Else-Clause
28. An unnamed constant whose purpose is not immediately apparent.
Annotation symbol
Magic number
Boolean expression
Reliability
29. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Program Development cycle
Processing symbol
End-of-job tasks
Mnemonic
30. A preselected value that stops the execution of a program.
Decision symbol
Functional cohesion module
Sentinel value
Data items
31. 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
Sequence structure
Output symbol
Camel casing
32. The entire set of actions an organization must take to switch to using a new program or set of programs.
Conditional and Operator
Conversion
Initializing a variable
I-value
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.
Sequence structure
Processing symbol
Input symbol
Overhead
34. The process of breaking down a program into modules.
Alphanumeric values
Spaghetti code
Sequence structure
Modularization
35. Contains all the statements in the module.
36. A program development tool that delineates input - processing and outputs tasks.
Algorithm
IPO chart
Semantic error
Pascal casing
37. Consists of all the supporting paperwork for a program.
Loop
Integer
Camel casing
Documentation
38. Describes the stat of data items when a module can recognize them.
Visible
Conversion
Integer
Reliability
39. The memory address identifier to left of an assignment operator.
I-value
Mnemonic
Sequence structure
Debugging
40. The act of testing a value.
I-value
Reusability
Making decision
Identifier
41. Indicates an output operation and is represented by a parallelogram in flowcharts.
Boolean expression
String constant
Program Development cycle
Output symbol
42. All the text - numbers - and other information processed by computer.
Program Development cycle
Modules
Data items
Assignment statement
43. Occurs when a correct word is used in an incorrect context.
Internal documentation
Decision symbol
Semantic error
Making declarations or declaring variables
44. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Unstructured programs
IPO chart
Conditional and Operator
Making decision
45. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Documentation
I-value
Housekeeping tasks
Visible
46. A variable's name.
Else-Clause
Annotation symbol
Named constant
Identifier
47. Action is taken only when the Boolean expression in the decision is true.
Sentinel value
Goto-less programming
If-Then - decision structure
Then-Clause of a decision
48. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Annotation symbol
Input symbol
Conditional and Operator
Assignment statement
49. The documentation within a coded program.
Mnemonic
Input symbol
String variable
Internal documentation
50. 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.
Magic number
Modules
Named constant
Short-circuit evaluation