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