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