SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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. Number is a number with decimal places.
If-Then - decision structure
Numeric variable
Floating point
IPO chart
2. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
String variable
Debugging
End-of-job tasks
3. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
String variable
String constant
Assignment statement
4. A program include the steps that are repeated for each set of input data.
Spaghetti code
Pascal casing
I-value
Detail loop tasks
5. A diagram that illustrated modules relationships to each other.
Boolean expression
Documentation
Hierarchy chart
Internal documentation
6. An unnamed constant whose purpose is not immediately apparent.
Then-Clause of a decision
Magic number
Main program
Unnamed constant
7. A program development tool that lists tasks - objects - and events.
Modularization
Assignment operator
Debugging
TOE chart
8. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Initializing a variable
Then-Clause of a decision
Conditional and Operator
EOF
9. Programs that do not follow the rules of structured logic.
Unstructured programs
Program Development cycle
Annotation symbol
Output symbol
10. A preselected value that stops the execution of a program.
Sentinel value
Input symbol
Module's return statement
Boolean expression
11. Describes variables that are declared within the module that uses them.
Local
Numeric constant
Modularization
Terminal symbol or start /stop symbol
12. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Reliability
Assignment operator
Alphanumeric values
Magic number
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.
Output symbol
Program Development cycle
If-Then - decision structure
End-of-job tasks
14. Indicates an input operation and is represented by a parallelogram in flowcharts.
Processing symbol
Input symbol
Loop
String constant
15. Occurs when repeating logic cannot end.
Infinite loop
Documentation
Short-circuit evaluation
IPO chart
16. The act of containing a task's instructions in a module.
Encapsulation
Making declarations or declaring variables
Hierarchy chart
In scope
17. Describes the stat of data items when a module can recognize them.
Mnemonic
Integer
Visible
Floating point
18. Occurs when a correct word is used in an incorrect context.
Semantic error
Camel casing
Hierarchy chart
Main program
19. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Goto-less programming
Data items
Short-circuit evaluation
20. The act of testing a value.
Boolean expression
Initializing a variable
Conditional and Operator
Making decision
21. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
EOF
Boolean expression
Else-Clause
Magic number
22. One that represents only one of two states - usually expressed as true or false.
Mainline logic
Boolean expression
Output symbol
Encapsulation
23. Describes the process of naming variables and assigning data type to them.
If-Then - decision structure
Decision symbol
EOF
Making declarations or declaring variables
24. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
String constant
Visible
End-of-job tasks
Modules
25. The documentation within a coded program.
Declaration
Module's return statement
Output symbol
Internal documentation
26. The entire set of actions an organization must take to switch to using a new program or set of programs.
Camel casing
Hierarchy chart
Conversion
String variable
27. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Conditional and Operator
Program Development cycle
Infinite loop
28. Indicates an output operation and is represented by a parallelogram in flowcharts.
Modules
Output symbol
Functional cohesion module
In scope
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.
Assignment operator
Encapsulation
Identifier
Camel casing
30. 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
31. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
I-value
Hierarchy chart
Input
Mainline logic
32. A named memory location whose value can vary.
Variable
EOF
Identifier
Conversion
33. The snarled - unstructured program logic.
Pascal casing
Output symbol
Spaghetti code
Declaration
34. The process of breaking down a program into modules.
Module's return statement
Output
Modularization
Reusability
35. The memory address identifier to left of an assignment operator.
Algorithm
Real numbers
Stack
I-value
36. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Output
Truth tables
Internal documentation
Numeric variable
37. A variable's name.
End-of-job tasks
Semantic error
Functional cohesion module
Identifier
38. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Conditional and Operator
Data items
TOE chart
String variable
39. runs from start to stop and calls other modules.
If-Then - decision structure
Main program
Terminal symbol or start /stop symbol
Numeric variable
40. A measure of the degree to which all the module statements contribute to the same task.
Integer
TOE chart
Functional cohesion module
I-value
41. The similar to variable - except that its value cannot change after the first assignment.
Short-circuit evaluation
Visible
Data type
Named constant
42. The act of assigning its first value - often at the same time the variable is created.
IPO chart
Making decision
Initializing a variable
Truth tables
43. Hold the action that results when the Boolean expression in the decision is true.
Initializing a variable
Input symbol
Then-Clause of a decision
Numeric variable
44. the process of finding and correcting program errors.
I-value
Decision symbol
Debugging
Real numbers
45. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Numeric variable
Then-Clause of a decision
Sentinel value
46. The documentation that is outside a coded program.
Numeric variable
Goto-less programming
External documentation
Visible
47. A specific numeric value.
Mnemonic
Truth tables
Data type
Numeric constant
48. A program development tool that delineates input - processing and outputs tasks.
Local
Module's return statement
Mainline logic
IPO chart
49. 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.
Data items
Module's return statement
Annotation symbol
If-Then - decision structure
50. 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.
Goto-less programming
End-of-job tasks
Internal documentation
Sequence structure
Sorry!:) No result found.
Can you answer 50 questions in 15 minutes?
Let me suggest you:
Browse all subjects
Browse all tests
Most popular tests
Major Subjects
Tests & Exams
AP
CLEP
DSST
GRE
SAT
GMAT
Certifications
CISSP go to https://www.isc2.org/
PMP
ITIL
RHCE
MCTS
More...
IT Skills
Android Programming
Data Modeling
Objective C Programming
Basic Python Programming
Adobe Illustrator
More...
Business Skills
Advertising Techniques
Business Accounting Basics
Business Strategy
Human Resource Management
Marketing Basics
More...
Soft Skills
Body Language
People Skills
Public Speaking
Persuasion
Job Hunting And Resumes
More...
Vocabulary
GRE Vocab
SAT Vocab
TOEFL Essential Vocab
Basic English Words For All
Global Words You Should Know
Business English
More...
Languages
AP German Vocab
AP Latin Vocab
SAT Subject Test: French
Italian Survival
Norwegian Survival
More...
Engineering
Audio Engineering
Computer Science Engineering
Aerospace Engineering
Chemical Engineering
Structural Engineering
More...
Health Sciences
Basic Nursing Skills
Health Science Language Fundamentals
Veterinary Technology Medical Language
Cardiology
Clinical Surgery
More...
English
Grammar Fundamentals
Literary And Rhetorical Vocab
Elements Of Style Vocab
Introduction To English Major
Complete Advanced Sentences
Literature
Homonyms
More...
Math
Algebra Formulas
Basic Arithmetic: Measurements
Metric Conversions
Geometric Properties
Important Math Facts
Number Sense Vocab
Business Math
More...
Other Major Subjects
Science
Economics
History
Law
Performing-arts
Cooking
Logic & Reasoning
Trivia
Browse all subjects
Browse all tests
Most popular tests