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. The snarled - unstructured program logic.
Documentation
Unstructured programs
Spaghetti code
Numeric variable
2. The process of paying attention to important properties while ignoring nonessential details.
Initializing a variable
EOF
If-Then - decision structure
Abstraction
3. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
TOE chart
Terminal symbol or start /stop symbol
Pascal casing
4. Describes the extra resources a task requires.
Processing symbol
Overhead
Hierarchy chart
Mnemonic
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.
Sequence structure
Program Development cycle
Camel casing
Hierarchy chart
6. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Alphanumeric values
End-of-job tasks
Goto-less programming
External documentation
7. Can contain alphabetic characters - numbers - and punctuation.
Output
Floating point
Numeric constant
Alphanumeric values
8. Consists of all the supporting paperwork for a program.
Documentation
Conditional and Operator
Variable
Alphanumeric values
9. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Modules
Initializing a variable
Documentation
Else-Clause
10. The documentation that is outside a coded program.
Sentinel value
External documentation
Module's return statement
Integer
11. A preselected value that stops the execution of a program.
Dummy value
Magic number
Module's return statement
Detail loop tasks
12. One that represents only one of two states - usually expressed as true or false.
TOE chart
String constant
Infinite loop
Boolean expression
13. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Output symbol
String variable
Truth tables
Module's return statement
14. A program include the steps that are repeated for each set of input data.
Spaghetti code
Conversion
Annotation symbol
Detail loop tasks
15. A literal numeric or string value.
Data type
Magic number
Then-Clause of a decision
Unnamed constant
16. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Overhead
Conditional and Operator
Functional cohesion module
17. Contains all the statements in the module.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
18. the process of finding and correcting program errors.
Unnamed constant
Mainline logic
Debugging
Housekeeping tasks
19. The documentation within a coded program.
Loop
Mnemonic
Spaghetti code
Internal documentation
20. Describes the process of naming variables and assigning data type to them.
Integer
Identifier
Making declarations or declaring variables
In scope
21. 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.
Program Development cycle
Floating point
Semantic error
Assignment statement
22. The act of testing a value.
Hierarchy chart
Making declarations or declaring variables
Reusability
Making decision
23. The memory address identifier to left of an assignment operator.
I-value
IPO chart
Numeric variable
Loop
24. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Sequence structure
Main program
Detail loop tasks
Modules
25. Includes the module identifier and possibly other necessary identifying information.
Input
Initializing a variable
Output symbol
Mainline logic
26. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Module's return statement
Reliability
Debugging
Short-circuit evaluation
27. Floating-point numbers.
TOE chart
I-value
Infinite loop
Real numbers
28. Programs that do not follow the rules of structured logic.
Truth tables
Camel casing
Unstructured programs
Documentation
29. A program development tool that lists tasks - objects - and events.
Sequence structure
Data type
TOE chart
Spaghetti code
30. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
I-value
Else-Clause
Mnemonic
Housekeeping tasks
31. Hold the steps you take at the end of the program to finish the application.
Housekeeping tasks
Floating point
End-of-job tasks
String constant
32. A named memory location whose value can vary.
String variable
Variable
Short-circuit evaluation
Output symbol
33. The used at each end of a flowchart. Its shape is a lozenge.
Then-Clause of a decision
Terminal symbol or start /stop symbol
Local
Assignment statement
34. A variable's name.
Detail loop tasks
Dummy value
Program Development cycle
Identifier
35. Action is taken only when the Boolean expression in the decision is true.
Spaghetti code
Semantic error
Main program
If-Then - decision structure
36. The similar to variable - except that its value cannot change after the first assignment.
Short-circuit evaluation
Numeric constant
Output
Named constant
37. 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
Reusability
Data type
Functional cohesion module
38. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Loop
Assignment statement
Identifier
Input
39. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Functional cohesion module
Module's return statement
Integer
Stack
40. 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.
External documentation
Goto-less programming
I-value
Pascal casing
41. The sequence of steps necessary to solve any problem.
Local
Algorithm
Terminal symbol or start /stop symbol
Processing symbol
42. A whole number.
Boolean expression
Integer
External documentation
Named constant
43. A statement that provides a data type and an identifier for a variable.
Declaration
Integer
Terminal symbol or start /stop symbol
Real numbers
44. A repetition of a series of steps.
Loop
Abstraction
EOF
Mnemonic
45. The shaped like a diamond and used to represent decisions in flowcharts.
Floating point
Alphanumeric values
Unstructured programs
Decision symbol
46. Occurs when repeating logic cannot end.
Output
Hierarchy chart
TOE chart
Infinite loop
47. The act of containing a task's instructions in a module.
Local
Visible
Encapsulation
Decision symbol
48. Number is a number with decimal places.
Data type
Truth tables
Floating point
Processing symbol
49. A program development tool that delineates input - processing and outputs tasks.
EOF
Functional cohesion module
IPO chart
Then-Clause of a decision
50. A specific group of characters enclosed within quotation marks.
Dummy value
Processing symbol
String constant
Real numbers