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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 process of finding and correcting program errors.
Debugging
Overhead
String variable
Terminal symbol or start /stop symbol
2. Occurs when a correct word is used in an incorrect context.
Identifier
Hierarchy chart
Assignment operator
Semantic error
3. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Infinite loop
Declaration
Boolean expression
4. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Functional cohesion module
Mnemonic
Conditional and Operator
5. 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.
Processing symbol
Floating point
Local
Sequence structure
6. 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.
Algorithm
Sentinel value
Numeric variable
Data items
7. 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.
Else-Clause
Terminal symbol or start /stop symbol
Data type
Visible
8. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Infinite loop
Visible
Named constant
9. The similar to variable - except that its value cannot change after the first assignment.
Mainline logic
Named constant
Alphanumeric values
Making declarations or declaring variables
10. A measure of the degree to which all the module statements contribute to the same task.
Annotation symbol
Spaghetti code
Sentinel value
Functional cohesion module
11. An unnamed constant whose purpose is not immediately apparent.
Module's body
Magic number
Conversion
Sentinel value
12. 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.
Documentation
Short-circuit evaluation
Semantic error
Else-Clause
13. The used at each end of a flowchart. Its shape is a lozenge.
Local
Input
Terminal symbol or start /stop symbol
External documentation
14. The snarled - unstructured program logic.
Semantic error
Housekeeping tasks
Camel casing
Spaghetti code
15. Occurs when repeating logic cannot end.
Algorithm
Input
Initializing a variable
Infinite loop
16. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
External documentation
Input
Integer
String constant
17. The act of assigning its first value - often at the same time the variable is created.
Magic number
Initializing a variable
End-of-job tasks
Camel casing
18. The documentation within a coded program.
Named constant
Internal documentation
Reliability
If-Then - decision structure
19. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Conditional and Operator
Output
Decision symbol
Truth tables
20. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Decision symbol
Output symbol
Detail loop tasks
Stack
21. A program include the steps that are repeated for each set of input data.
Infinite loop
Detail loop tasks
Module's body
Declaration
22. Hold the steps you take at the end of the program to finish the application.
Encapsulation
Decision symbol
End-of-job tasks
Input
23. A program development tool that delineates input - processing and outputs tasks.
Data items
Local
Else-Clause
IPO chart
24. A literal numeric or string value.
Local
Unnamed constant
String variable
Main program
25. runs from start to stop and calls other modules.
End-of-job tasks
Goto-less programming
Main program
Module's body
26. Can contain alphabetic characters - numbers - and punctuation.
Alphanumeric values
String variable
Camel casing
Program Development cycle
27. End of file.
Modularization
EOF
Modules
Boolean expression
28. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Debugging
Sequence structure
Conditional and Operator
Sentinel value
29. Hold the action that results when the Boolean expression in the decision is true.
Variable
Truth tables
Then-Clause of a decision
Housekeeping tasks
30. The act of containing a task's instructions in a module.
Housekeeping tasks
Spaghetti code
Encapsulation
Mainline logic
31. One that represents only one of two states - usually expressed as true or false.
Reusability
End-of-job tasks
Sequence structure
Boolean expression
32. 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
Magic number
Conversion
Modules
33. The documentation that is outside a coded program.
Internal documentation
String constant
Identifier
External documentation
34. Number is a number with decimal places.
Else-Clause
Floating point
Variable
Identifier
35. Describes variables that are declared within the module that uses them.
Then-Clause of a decision
Local
Unnamed constant
Stack
36. A preselected value that stops the execution of a program.
Sentinel value
Reliability
Identifier
Terminal symbol or start /stop symbol
37. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Integer
Housekeeping tasks
Goto-less programming
Unnamed constant
38. Describes the extra resources a task requires.
EOF
Decision symbol
Detail loop tasks
Overhead
39. 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.
Dummy value
Floating point
Numeric variable
Camel casing
40. A specific numeric value.
Module's body
Goto-less programming
Numeric constant
Unnamed constant
41. 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.
Identifier
Making decision
Sequence structure
Annotation symbol
42. Programs that do not follow the rules of structured logic.
Unstructured programs
In scope
Annotation symbol
Debugging
43. A named memory location whose value can vary.
Variable
Algorithm
Alphanumeric values
Real numbers
44. Describes the state of data that is visible.
Data items
Reliability
Initializing a variable
In scope
45. The entire set of actions an organization must take to switch to using a new program or set of programs.
Conversion
Main program
Unnamed constant
If-Then - decision structure
46. The equal sign; it is used to assign a value to variable or constant on its left.
Hierarchy chart
Overhead
Alphanumeric values
Assignment operator
47. A statement that provides a data type and an identifier for a variable.
Sentinel value
Declaration
Housekeeping tasks
Identifier
48. 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.
Pascal casing
Debugging
Module's body
Unstructured programs
49. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Unstructured programs
Numeric variable
Variable
Reliability
50. The sequence of steps necessary to solve any problem.
Program Development cycle
Declaration
Algorithm
Initializing a variable