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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 name to describe structured programming - because structured programmers do not use a "go to" statement.
String variable
Hierarchy chart
Goto-less programming
Spaghetti code
2. An unnamed constant whose purpose is not immediately apparent.
Assignment statement
Magic number
End-of-job tasks
Output symbol
3. A literal numeric or string value.
Visible
Housekeeping tasks
Processing symbol
Unnamed constant
4. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Overhead
String variable
Numeric constant
Truth tables
5. The shaped like a diamond and used to represent decisions in flowcharts.
Debugging
EOF
Module's body
Decision symbol
6. Number is a number with decimal places.
Dummy value
Floating point
Loop
Documentation
7. Programs that do not follow the rules of structured logic.
Functional cohesion module
Unstructured programs
Named constant
Pascal casing
8. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Input symbol
Else-Clause
String variable
Initializing a variable
9. A named memory location whose value can vary.
Mainline logic
Detail loop tasks
Modularization
Variable
10. Can contain alphabetic characters - numbers - and punctuation.
Output symbol
Reusability
Alphanumeric values
Initializing a variable
11. Hold the action that results when the Boolean expression in the decision is true.
Module's return statement
Then-Clause of a decision
In scope
Conversion
12. 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.
Numeric constant
Functional cohesion module
Data type
Encapsulation
13. The process of breaking down a program into modules.
Modularization
Else-Clause
Mainline logic
Stack
14. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Sequence structure
Assignment operator
Integer
Reliability
15. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Conditional and Operator
Debugging
IPO chart
16. the process of finding and correcting program errors.
Debugging
Module's return statement
Sequence structure
Loop
17. 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.
Dummy value
Numeric variable
Unnamed constant
Annotation symbol
18. A program development tool that lists tasks - objects - and events.
Abstraction
Variable
Visible
TOE chart
19. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
End-of-job tasks
Magic number
Conditional and Operator
Main program
20. A preselected value that stops the execution of a program.
Sentinel value
Stack
Documentation
Sequence structure
21. The act of containing a task's instructions in a module.
Dummy value
Modules
Encapsulation
End-of-job tasks
22. Describes variables that are declared within the module that uses them.
String constant
Local
Making declarations or declaring variables
Algorithm
23. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Debugging
End-of-job tasks
IPO chart
24. A specific group of characters enclosed within quotation marks.
Making decision
I-value
String constant
Program Development cycle
25. One that represents only one of two states - usually expressed as true or false.
Algorithm
Boolean expression
Pascal casing
Loop
26. Describes the extra resources a task requires.
Overhead
Detail loop tasks
Conversion
Goto-less programming
27. Describes the stat of data items when a module can recognize them.
Visible
Unnamed constant
Named constant
Sentinel value
28. A measure of the degree to which all the module statements contribute to the same task.
Encapsulation
Magic number
Functional cohesion module
Then-Clause of a decision
29. The documentation that is outside a coded program.
External documentation
Unstructured programs
Boolean expression
Mnemonic
30. A program include the steps that are repeated for each set of input data.
Detail loop tasks
EOF
Else-Clause
I-value
31. A diagram that illustrated modules relationships to each other.
Semantic error
Real numbers
Initializing a variable
Hierarchy chart
32. 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.
Functional cohesion module
Reusability
Alphanumeric values
Program Development cycle
33. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Modularization
Magic number
End-of-job tasks
34. The entire set of actions an organization must take to switch to using a new program or set of programs.
Semantic error
Declaration
Real numbers
Conversion
35. A preselected value that stops the execution of a program.
Algorithm
If-Then - decision structure
Dummy value
Program Development cycle
36. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Output
Abstraction
Integer
37. runs from start to stop and calls other modules.
Main program
Identifier
Overhead
Initializing a variable
38. The memory address identifier to left of an assignment operator.
I-value
Making decision
If-Then - decision structure
Named constant
39. Occurs when repeating logic cannot end.
Module's return statement
Assignment statement
Floating point
Infinite loop
40. The feature of modular programs that allows individual modules to be used in a variety of applications.
Sentinel value
Then-Clause of a decision
Reusability
Real numbers
41. A repetition of a series of steps.
Loop
Output symbol
Visible
Assignment statement
42. Consists of all the supporting paperwork for a program.
Truth tables
Input symbol
Documentation
Assignment statement
43. Indicates an input operation and is represented by a parallelogram in flowcharts.
Module's body
Input symbol
Semantic error
Making decision
44. Action is taken only when the Boolean expression in the decision is true.
String variable
If-Then - decision structure
Assignment operator
Numeric constant
45. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Boolean expression
Assignment statement
In scope
Abstraction
46. A program development tool that delineates input - processing and outputs tasks.
Boolean expression
Module's return statement
Visible
IPO chart
47. Contains all the statements in the module.
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48. Describes the state of data that is visible.
Sentinel value
In scope
Mainline logic
Numeric variable
49. 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.
Abstraction
Output
String variable
Input
50. Floating-point numbers.
I-value
Boolean expression
Assignment operator
Real numbers