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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 repeating logic cannot end.
Infinite loop
Input symbol
Then-Clause of a decision
Encapsulation
2. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Assignment statement
Terminal symbol or start /stop symbol
Sentinel value
Conditional and Operator
3. A measure of the degree to which all the module statements contribute to the same task.
Infinite loop
Camel casing
Reusability
Functional cohesion module
4. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Infinite loop
Internal documentation
Numeric variable
5. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Then-Clause of a decision
Modules
Debugging
Else-Clause
6. 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.
External documentation
Truth tables
Detail loop tasks
Data type
7. 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.
Then-Clause of a decision
TOE chart
Assignment operator
Pascal casing
8. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
9. 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.
Making decision
Annotation symbol
Unnamed constant
Data items
10. Hold the action that results when the Boolean expression in the decision is true.
String constant
End-of-job tasks
Unnamed constant
Then-Clause of a decision
11. Includes the module identifier and possibly other necessary identifying information.
Module's body
Mainline logic
Infinite loop
Mnemonic
12. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Real numbers
Pascal casing
Modularization
13. The snarled - unstructured program logic.
Spaghetti code
Input symbol
Semantic error
Alphanumeric values
14. The documentation that is outside a coded program.
Overhead
Then-Clause of a decision
Internal documentation
External documentation
15. The shaped like a diamond and used to represent decisions in flowcharts.
Algorithm
Processing symbol
Boolean expression
Decision symbol
16. The sequence of steps necessary to solve any problem.
Abstraction
I-value
Input symbol
Algorithm
17. A preselected value that stops the execution of a program.
Abstraction
Initializing a variable
Sentinel value
Loop
18. Describes the process of naming variables and assigning data type to them.
End-of-job tasks
Terminal symbol or start /stop symbol
Pascal casing
Making declarations or declaring variables
19. Indicates an output operation and is represented by a parallelogram in flowcharts.
Semantic error
Output symbol
Program Development cycle
Module's body
20. The entire set of actions an organization must take to switch to using a new program or set of programs.
Internal documentation
Conversion
Pascal casing
Numeric constant
21. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Output
Mnemonic
Semantic error
Data items
22. Can contain alphabetic characters - numbers - and punctuation.
Infinite loop
Input symbol
Alphanumeric values
Main program
23. End of file.
Then-Clause of a decision
External documentation
EOF
Identifier
24. 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.
Real numbers
Infinite loop
Program Development cycle
Mnemonic
25. The process of paying attention to important properties while ignoring nonessential details.
Input symbol
Abstraction
Data type
Sentinel value
26. One that represents only one of two states - usually expressed as true or false.
Encapsulation
Pascal casing
Boolean expression
Numeric constant
27. A program development tool that delineates input - processing and outputs tasks.
Decision symbol
Input
Goto-less programming
IPO chart
28. Programs that do not follow the rules of structured logic.
Then-Clause of a decision
Unstructured programs
Output symbol
Local
29. The process of breaking down a program into modules.
Making declarations or declaring variables
Modularization
Pascal casing
Annotation symbol
30. The act of testing a value.
Hierarchy chart
Program Development cycle
Modularization
Making decision
31. Hold the steps you take at the end of the program to finish the application.
Decision symbol
Local
End-of-job tasks
Main program
32. The used at each end of a flowchart. Its shape is a lozenge.
Initializing a variable
Assignment statement
Input symbol
Terminal symbol or start /stop symbol
33. All the text - numbers - and other information processed by computer.
Sentinel value
Truth tables
Floating point
Data items
34. A preselected value that stops the execution of a program.
Detail loop tasks
Housekeeping tasks
Identifier
Dummy value
35. Describes the state of data that is visible.
Unnamed constant
In scope
Module's body
Program Development cycle
36. The feature of modular programs that allows individual modules to be used in a variety of applications.
Data type
Debugging
Reusability
Detail loop tasks
37. The documentation within a coded program.
Internal documentation
Alphanumeric values
Loop
Variable
38. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Dummy value
Floating point
Functional cohesion module
39. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Hierarchy chart
Initializing a variable
String variable
Algorithm
40. A program development tool that lists tasks - objects - and events.
TOE chart
Processing symbol
Sequence structure
String variable
41. runs from start to stop and calls other modules.
Integer
Variable
Main program
Magic number
42. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Truth tables
I-value
Modules
Unnamed constant
43. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Reliability
Main program
Module's body
Abstraction
44. A specific numeric value.
Data items
Decision symbol
Numeric constant
Modules
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.
Magic number
Reusability
Output
Main program
46. 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.
Data type
Sequence structure
Overhead
Conditional and Operator
47. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Initializing a variable
Overhead
Assignment statement
48. Indicates an input operation and is represented by a parallelogram in flowcharts.
Overhead
Input symbol
Pascal casing
Conversion
49. Floating-point numbers.
EOF
Real numbers
Housekeeping tasks
End-of-job tasks
50. A whole number.
Infinite loop
Integer
External documentation
Making decision