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