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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 act of assigning its first value - often at the same time the variable is created.
Alphanumeric values
Conversion
Data type
Initializing a variable
2. A statement that provides a data type and an identifier for a variable.
Program Development cycle
Declaration
Truth tables
Loop
3. A whole number.
Truth tables
If-Then - decision structure
Algorithm
Integer
4. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Output
Output symbol
Else-Clause
Alphanumeric values
5. A literal numeric or string value.
Internal documentation
Unnamed constant
Assignment statement
Visible
6. End of file.
EOF
Semantic error
Loop
Conversion
7. The documentation within a coded program.
External documentation
Internal documentation
Variable
Module's body
8. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
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on line
183
9. A preselected value that stops the execution of a program.
Functional cohesion module
Documentation
IPO chart
Sentinel value
10. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Infinite loop
Making decision
Assignment statement
11. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Infinite loop
Goto-less programming
Identifier
Documentation
12. The act of testing a value.
Sequence structure
Modules
Making decision
Functional cohesion module
13. A program development tool that delineates input - processing and outputs tasks.
String variable
Data items
IPO chart
Terminal symbol or start /stop symbol
14. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Making decision
Modules
Input
Assignment statement
15. The equal sign; it is used to assign a value to variable or constant on its left.
Output
Assignment operator
Conditional and Operator
Stack
16. A measure of the degree to which all the module statements contribute to the same task.
Sentinel value
Local
Abstraction
Functional cohesion module
17. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Magic number
External documentation
Truth tables
Camel casing
18. Contains all the statements in the module.
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on line
183
19. Floating-point numbers.
Real numbers
Encapsulation
Output symbol
Input
20. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Abstraction
Conditional and Operator
Input symbol
Semantic error
21. A named memory location whose value can vary.
Mnemonic
Housekeeping tasks
Local
Variable
22. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Input symbol
Reliability
Mnemonic
Hierarchy chart
23. A specific group of characters enclosed within quotation marks.
Conditional and Operator
I-value
String constant
Data type
24. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Main program
Hierarchy chart
Annotation symbol
String variable
25. 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
Floating point
Dummy value
Detail loop tasks
26. The process of breaking down a program into modules.
Modularization
Real numbers
Housekeeping tasks
External documentation
27. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
End-of-job tasks
Terminal symbol or start /stop symbol
Magic number
28. A program include the steps that are repeated for each set of input data.
Detail loop tasks
External documentation
Decision symbol
Annotation symbol
29. All the text - numbers - and other information processed by computer.
If-Then - decision structure
Data items
Short-circuit evaluation
Unstructured programs
30. 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.
Truth tables
Algorithm
Sentinel value
Pascal casing
31. Hold the steps you take at the end of the program to finish the application.
Main program
In scope
End-of-job tasks
Overhead
32. 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
Decision symbol
Mainline logic
Short-circuit evaluation
33. The sequence of steps necessary to solve any problem.
External documentation
Goto-less programming
Algorithm
String variable
34. Can contain alphabetic characters - numbers - and punctuation.
Alphanumeric values
Module's body
External documentation
Data items
35. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Algorithm
Identifier
Main program
36. The snarled - unstructured program logic.
Documentation
Data type
Module's return statement
Spaghetti code
37. 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.
Loop
Named constant
Camel casing
Conditional and Operator
38. 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.
Module's body
Input symbol
EOF
Annotation symbol
39. A specific numeric value.
Numeric constant
Terminal symbol or start /stop symbol
Magic number
Output symbol
40. The entire set of actions an organization must take to switch to using a new program or set of programs.
Conversion
Abstraction
Module's body
Pascal casing
41. A preselected value that stops the execution of a program.
Dummy value
Making declarations or declaring variables
Truth tables
If-Then - decision structure
42. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Debugging
Assignment statement
Decision symbol
Stack
43. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Reusability
Declaration
Camel casing
44. Action is taken only when the Boolean expression in the decision is true.
Module's body
If-Then - decision structure
Detail loop tasks
Reusability
45. Describes the state of data that is visible.
Alphanumeric values
String constant
Processing symbol
In scope
46. 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.
Algorithm
Declaration
Real numbers
Data type
47. A repetition of a series of steps.
Loop
Annotation symbol
Semantic error
Else-Clause
48. The memory address identifier to left of an assignment operator.
I-value
Goto-less programming
String variable
External documentation
49. Indicates and output operation and is represented by a parallelogram in flowcharts.
If-Then - decision structure
Program Development cycle
Processing symbol
Output
50. A program development tool that lists tasks - objects - and events.
Loop
Terminal symbol or start /stop symbol
TOE chart
Modules