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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 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.
Then-Clause of a decision
Camel casing
Detail loop tasks
Else-Clause
2. 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.
TOE chart
Sequence structure
Debugging
Mainline logic
3. Action is taken only when the Boolean expression in the decision is true.
Variable
Unnamed constant
Named constant
If-Then - decision structure
4. End of file.
Pascal casing
Visible
Boolean expression
EOF
5. The equal sign; it is used to assign a value to variable or constant on its left.
Mainline logic
Assignment operator
Internal documentation
Spaghetti code
6. Indicates an input operation and is represented by a parallelogram in flowcharts.
Real numbers
Reusability
In scope
Input symbol
7. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Camel casing
External documentation
Modules
Infinite loop
8. The snarled - unstructured program logic.
Spaghetti code
Hierarchy chart
Alphanumeric values
Input
9. A named memory location whose value can vary.
Variable
Algorithm
Documentation
Conditional and Operator
10. Indicates and output operation and is represented by a parallelogram in flowcharts.
Hierarchy chart
Processing symbol
Making decision
TOE chart
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.
Modules
Output
Program Development cycle
Alphanumeric values
12. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Initializing a variable
If-Then - decision structure
Reusability
13. Describes the stat of data items when a module can recognize them.
Pascal casing
Sequence structure
Debugging
Visible
14. A preselected value that stops the execution of a program.
Sentinel value
Algorithm
Numeric constant
Infinite loop
15. The similar to variable - except that its value cannot change after the first assignment.
Reliability
Overhead
TOE chart
Named constant
16. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Output
Output symbol
Reliability
17. One that represents only one of two states - usually expressed as true or false.
Conditional and Operator
Dummy value
Boolean expression
Loop
18. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Data items
Truth tables
Input
19. Describes variables that are declared within the module that uses them.
Making declarations or declaring variables
End-of-job tasks
Local
Reliability
20. An unnamed constant whose purpose is not immediately apparent.
Housekeeping tasks
Magic number
In scope
Module's body
21. A specific group of characters enclosed within quotation marks.
String constant
Mainline logic
Housekeeping tasks
IPO chart
22. Hold the action that results when the Boolean expression in the decision is true.
Decision symbol
Housekeeping tasks
Then-Clause of a decision
Module's return statement
23. The feature of modular programs that allows individual modules to be used in a variety of applications.
Processing symbol
Reusability
Modules
Unnamed constant
24. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Assignment statement
Stack
Visible
Documentation
25. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Module's return statement
Annotation symbol
Camel casing
Housekeeping tasks
26. The documentation that is outside a coded program.
Mnemonic
External documentation
Short-circuit evaluation
TOE chart
27. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Sequence structure
Program Development cycle
Assignment statement
Reliability
28. 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
Infinite loop
Internal documentation
Numeric variable
29. A whole number.
Output symbol
Identifier
Making decision
Integer
30. The documentation within a coded program.
Internal documentation
Terminal symbol or start /stop symbol
I-value
Annotation symbol
31. Describes the state of data that is visible.
In scope
Modules
Dummy value
Terminal symbol or start /stop symbol
32. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
33. The act of testing a value.
Functional cohesion module
Named constant
Program Development cycle
Making decision
34. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Making decision
Declaration
Reliability
35. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Sentinel value
Module's return statement
String constant
36. A repetition of a series of steps.
Declaration
Making decision
Loop
Magic number
37. The sequence of steps necessary to solve any problem.
Floating point
Algorithm
Hierarchy chart
Encapsulation
38. The entire set of actions an organization must take to switch to using a new program or set of programs.
Documentation
Goto-less programming
Terminal symbol or start /stop symbol
Conversion
39. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Decision symbol
Pascal casing
Mnemonic
Hierarchy chart
40. A program development tool that lists tasks - objects - and events.
TOE chart
Named constant
Reusability
Hierarchy chart
41. The act of containing a task's instructions in a module.
Housekeeping tasks
Goto-less programming
Debugging
Encapsulation
42. 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.
Spaghetti code
Making decision
Pascal casing
Mnemonic
43. 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.
Sequence structure
Short-circuit evaluation
Boolean expression
Camel casing
44. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Initializing a variable
Reusability
Alphanumeric values
45. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Stack
Assignment statement
Numeric constant
Annotation symbol
46. Occurs when a correct word is used in an incorrect context.
Data items
Semantic error
Assignment statement
Main program
47. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Main program
Floating point
Module's return statement
48. A statement that provides a data type and an identifier for a variable.
Annotation symbol
Modules
Terminal symbol or start /stop symbol
Declaration
49. A specific numeric value.
Named constant
Reliability
Numeric constant
Floating point
50. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Infinite loop
Else-Clause
Loop
External documentation