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. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
Abstraction
String variable
Input
2. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
EOF
Hierarchy chart
Making decision
3. 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.
Encapsulation
Annotation symbol
String constant
Magic number
4. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Abstraction
Real numbers
Reliability
Encapsulation
5. A program development tool that delineates input - processing and outputs tasks.
Sequence structure
TOE chart
Identifier
IPO chart
6. The documentation that is outside a coded program.
Boolean expression
External documentation
Alphanumeric values
Conditional and Operator
7. 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.
Named constant
Conditional and Operator
Data type
I-value
8. 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.
Overhead
Documentation
Program Development cycle
Floating point
9. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Reusability
Else-Clause
Documentation
Conditional and Operator
10. The similar to variable - except that its value cannot change after the first assignment.
Local
Main program
Output
Named constant
11. A measure of the degree to which all the module statements contribute to the same task.
Making decision
Functional cohesion module
String constant
Dummy value
12. The process of breaking down a program into modules.
Detail loop tasks
I-value
Modularization
Overhead
13. The sequence of steps necessary to solve any problem.
I-value
Input symbol
Else-Clause
Algorithm
14. 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.
Module's body
Sequence structure
Annotation symbol
Processing symbol
15. Occurs when a correct word is used in an incorrect context.
Overhead
Decision symbol
Semantic error
TOE chart
16. 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.
Abstraction
Real numbers
Numeric variable
String variable
17. The equal sign; it is used to assign a value to variable or constant on its left.
Reusability
Spaghetti code
Truth tables
Assignment operator
18. Consists of all the supporting paperwork for a program.
Dummy value
Floating point
Input symbol
Documentation
19. 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.
Mainline logic
Encapsulation
Short-circuit evaluation
Boolean expression
20. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Debugging
Making declarations or declaring variables
Housekeeping tasks
Modules
21. A named memory location whose value can vary.
Input
Variable
Unstructured programs
Real numbers
22. Indicates an input operation and is represented by a parallelogram in flowcharts.
I-value
Input symbol
Pascal casing
Documentation
23. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Named constant
Conditional and Operator
Loop
Truth tables
24. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Then-Clause of a decision
Output
Declaration
25. Occurs when repeating logic cannot end.
Named constant
Infinite loop
Internal documentation
If-Then - decision structure
26. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Output symbol
Floating point
If-Then - decision structure
27. The act of assigning its first value - often at the same time the variable is created.
Named constant
Integer
Input
Initializing a variable
28. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Functional cohesion module
Input
Loop
Alphanumeric values
29. A specific numeric value.
In scope
Named constant
Numeric constant
Input symbol
30. Describes the stat of data items when a module can recognize them.
Visible
Loop
Goto-less programming
Debugging
31. Can contain alphabetic characters - numbers - and punctuation.
Alphanumeric values
Assignment statement
Dummy value
Input symbol
32. An unnamed constant whose purpose is not immediately apparent.
Modularization
Annotation symbol
Sentinel value
Magic number
33. the process of finding and correcting program errors.
Sequence structure
Mnemonic
Assignment operator
Debugging
34. A specific group of characters enclosed within quotation marks.
Processing symbol
Truth tables
String constant
Initializing a variable
35. End of file.
EOF
In scope
External documentation
Decision symbol
36. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Truth tables
Real numbers
Magic number
37. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Numeric constant
Goto-less programming
Output symbol
Modules
38. A preselected value that stops the execution of a program.
Module's return statement
Encapsulation
Detail loop tasks
Dummy value
39. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Algorithm
Truth tables
Program Development cycle
Data items
40. The feature of modular programs that allows individual modules to be used in a variety of applications.
Output
Annotation symbol
Reusability
Input symbol
41. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Unnamed constant
Semantic error
Magic number
Assignment statement
42. Describes the process of naming variables and assigning data type to them.
Integer
Making declarations or declaring variables
Abstraction
Magic number
43. 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.
String constant
Algorithm
Pascal casing
Identifier
44. All the text - numbers - and other information processed by computer.
Data items
Program Development cycle
Making declarations or declaring variables
Housekeeping tasks
45. The act of containing a task's instructions in a module.
Integer
Encapsulation
Output
Processing symbol
46. A diagram that illustrated modules relationships to each other.
Declaration
Hierarchy chart
Decision symbol
Identifier
47. 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
Making declarations or declaring variables
Processing symbol
Annotation symbol
48. The act of testing a value.
Module's body
Declaration
Modularization
Making decision
49. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Alphanumeric values
Mnemonic
Main program
50. Describes the state of data that is visible.
Modularization
Variable
Internal documentation
In scope