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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. Indicates and output operation and is represented by a parallelogram in flowcharts.
Identifier
Processing symbol
Integer
Short-circuit evaluation
2. A variable's name.
Integer
Identifier
Magic number
Initializing a variable
3. The similar to variable - except that its value cannot change after the first assignment.
Decision symbol
Algorithm
Named constant
Spaghetti code
4. The memory address identifier to left of an assignment operator.
Spaghetti code
I-value
Initializing a variable
Else-Clause
5. Action is taken only when the Boolean expression in the decision is true.
External documentation
If-Then - decision structure
Assignment operator
Detail loop tasks
6. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
I-value
Truth tables
Functional cohesion module
Numeric constant
7. A measure of the degree to which all the module statements contribute to the same task.
Loop
Functional cohesion module
Making decision
Output
8. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Then-Clause of a decision
Goto-less programming
Module's return statement
Mnemonic
9. Describes the state of data that is visible.
Unstructured programs
Conversion
In scope
Integer
10. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Conditional and Operator
Input
Named constant
Variable
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.
Numeric variable
String variable
Program Development cycle
Internal documentation
12. Floating-point numbers.
Real numbers
External documentation
Internal documentation
Abstraction
13. The act of containing a task's instructions in a module.
Abstraction
Making declarations or declaring variables
IPO chart
Encapsulation
14. The snarled - unstructured program logic.
Spaghetti code
Identifier
Reusability
Modules
15. An unnamed constant whose purpose is not immediately apparent.
Data type
Magic number
Goto-less programming
Alphanumeric values
16. A program development tool that delineates input - processing and outputs tasks.
Main program
Data type
Data items
IPO chart
17. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
Hierarchy chart
Truth tables
IPO chart
18. 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.
Input symbol
Alphanumeric values
Short-circuit evaluation
Mnemonic
19. The documentation that is outside a coded program.
Sequence structure
Abstraction
External documentation
Conversion
20. Describes variables that are declared within the module that uses them.
Local
Debugging
Data type
String variable
21. A literal numeric or string value.
Floating point
Assignment statement
Program Development cycle
Unnamed constant
22. Programs that do not follow the rules of structured logic.
Initializing a variable
Short-circuit evaluation
Making decision
Unstructured programs
23. 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.
Data items
Named constant
Modules
Pascal casing
24. A preselected value that stops the execution of a program.
Module's return statement
End-of-job tasks
Dummy value
TOE chart
25. A repetition of a series of steps.
Modules
Loop
Making declarations or declaring variables
Data type
26. End of file.
EOF
End-of-job tasks
Boolean expression
Dummy value
27. Hold the action that results when the Boolean expression in the decision is true.
Housekeeping tasks
Decision symbol
Semantic error
Then-Clause of a decision
28. A specific numeric value.
Numeric constant
Processing symbol
String constant
Camel casing
29. 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
Initializing a variable
Conversion
Encapsulation
30. The process of paying attention to important properties while ignoring nonessential details.
Making declarations or declaring variables
Module's body
Dummy value
Abstraction
31. The used at each end of a flowchart. Its shape is a lozenge.
Else-Clause
Terminal symbol or start /stop symbol
Camel casing
Numeric constant
32. Occurs when repeating logic cannot end.
Infinite loop
IPO chart
Debugging
Pascal casing
33. Number is a number with decimal places.
Variable
Making declarations or declaring variables
Program Development cycle
Floating point
34. 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.
Overhead
Dummy value
Boolean expression
Data type
35. Consists of all the supporting paperwork for a program.
Documentation
Magic number
Modules
Else-Clause
36. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Output symbol
Local
Reliability
Mnemonic
37. 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
External documentation
Terminal symbol or start /stop symbol
Spaghetti code
38. The act of assigning its first value - often at the same time the variable is created.
If-Then - decision structure
Infinite loop
Reliability
Initializing a variable
39. Contains all the statements in the module.
40. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Short-circuit evaluation
Assignment statement
Housekeeping tasks
Truth tables
41. The sequence of steps necessary to solve any problem.
Semantic error
Input
I-value
Algorithm
42. The feature of modular programs that allows individual modules to be used in a variety of applications.
Terminal symbol or start /stop symbol
Modules
Reusability
Initializing a variable
43. Indicates an output operation and is represented by a parallelogram in flowcharts.
Conditional and Operator
Semantic error
Hierarchy chart
Output symbol
44. the process of finding and correcting program errors.
Debugging
Making declarations or declaring variables
Functional cohesion module
End-of-job tasks
45. 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.
Numeric variable
Short-circuit evaluation
Module's body
Assignment statement
46. Describes the stat of data items when a module can recognize them.
String constant
Visible
In scope
Sentinel value
47. The documentation within a coded program.
Input
Internal documentation
Input symbol
Else-Clause
48. All the text - numbers - and other information processed by computer.
Data items
Overhead
Boolean expression
Initializing a variable
49. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Program Development cycle
Real numbers
Declaration
Goto-less programming
50. A whole number.
Integer
Stack
If-Then - decision structure
External documentation