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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 decision holds the action or actions that execute only when the Boolean expression in the decision us false.
External documentation
Else-Clause
Abstraction
Visible
2. A repetition of a series of steps.
Loop
Main program
Spaghetti code
Encapsulation
3. Includes the module identifier and possibly other necessary identifying information.
Sequence structure
Mainline logic
Spaghetti code
Module's body
4. 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.
Modularization
Floating point
Program Development cycle
Hierarchy chart
5. 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.
Camel casing
Alphanumeric values
Modules
Numeric constant
6. A whole number.
Integer
Modularization
Housekeeping tasks
Conditional and Operator
7. Describes variables that are declared within the module that uses them.
Local
Module's return statement
Assignment operator
Internal documentation
8. All the text - numbers - and other information processed by computer.
TOE chart
String variable
Data items
Semantic error
9. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Mainline logic
Program Development cycle
Goto-less programming
Hierarchy chart
10. Consists of all the supporting paperwork for a program.
Camel casing
If-Then - decision structure
Documentation
String constant
11. One that represents only one of two states - usually expressed as true or false.
Documentation
Boolean expression
String variable
Assignment statement
12. 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
Program Development cycle
Abstraction
Camel casing
13. Contains all the statements in the module.
14. A program development tool that lists tasks - objects - and events.
Terminal symbol or start /stop symbol
TOE chart
Assignment statement
Numeric constant
15. 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.
Local
Sequence structure
External documentation
End-of-job tasks
16. The documentation within a coded program.
Internal documentation
If-Then - decision structure
Program Development cycle
String constant
17. Hold the action that results when the Boolean expression in the decision is true.
Output
Then-Clause of a decision
Hierarchy chart
Initializing a variable
18. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Functional cohesion module
TOE chart
Then-Clause of a decision
19. The equal sign; it is used to assign a value to variable or constant on its left.
Modules
Variable
Assignment operator
Terminal symbol or start /stop symbol
20. Indicates an output operation and is represented by a parallelogram in flowcharts.
Unnamed constant
Output symbol
Processing symbol
IPO chart
21. A preselected value that stops the execution of a program.
Integer
TOE chart
Dummy value
Data type
22. The documentation that is outside a coded program.
Output
Numeric constant
External documentation
Terminal symbol or start /stop symbol
23. 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.
EOF
Making declarations or declaring variables
Data items
Pascal casing
24. The memory address identifier to left of an assignment operator.
Module's body
TOE chart
Spaghetti code
I-value
25. Occurs when repeating logic cannot end.
Pascal casing
Infinite loop
Annotation symbol
Assignment statement
26. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Pascal casing
Main program
Reliability
Input symbol
27. The snarled - unstructured program logic.
Floating point
Spaghetti code
Input
Main program
28. The act of testing a value.
Making decision
Sequence structure
Annotation symbol
Output
29. Can contain alphabetic characters - numbers - and punctuation.
Unnamed constant
Alphanumeric values
Housekeeping tasks
Output
30. A preselected value that stops the execution of a program.
Terminal symbol or start /stop symbol
Reusability
Abstraction
Sentinel value
31. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
Input symbol
String variable
Assignment statement
32. 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.
Stack
Module's return statement
Data type
Encapsulation
33. The act of assigning its first value - often at the same time the variable is created.
Output
Integer
Pascal casing
Initializing a variable
34. the process of finding and correcting program errors.
Abstraction
Hierarchy chart
Debugging
Assignment operator
35. Occurs when a correct word is used in an incorrect context.
Semantic error
Debugging
Input symbol
External documentation
36. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
External documentation
Decision symbol
Conditional and Operator
Short-circuit evaluation
37. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
TOE chart
Reusability
Dummy value
Mnemonic
38. A variable's name.
Spaghetti code
Data items
Debugging
Identifier
39. Indicates an input operation and is represented by a parallelogram in flowcharts.
Hierarchy chart
Conversion
Input symbol
External documentation
40. The similar to variable - except that its value cannot change after the first assignment.
Reusability
Internal documentation
Modularization
Named constant
41. A specific group of characters enclosed within quotation marks.
Reusability
Numeric variable
String constant
Making declarations or declaring variables
42. Describes the process of naming variables and assigning data type to them.
Terminal symbol or start /stop symbol
Making decision
Making declarations or declaring variables
Mainline logic
43. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
String constant
Making declarations or declaring variables
Truth tables
Input
44. The entire set of actions an organization must take to switch to using a new program or set of programs.
Loop
Conversion
Assignment operator
Dummy value
45. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Spaghetti code
Conversion
Main program
46. The process of breaking down a program into modules.
TOE chart
Modularization
Dummy value
Processing symbol
47. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Assignment operator
Stack
String variable
Magic number
48. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Goto-less programming
Program Development cycle
Assignment statement
Boolean expression
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.
Conversion
Making declarations or declaring variables
String variable
Annotation symbol
50. 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.
Data items
Conditional and Operator
Numeric variable
Overhead