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