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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.
Then-Clause of a decision
Initializing a variable
Identifier
Goto-less programming
2. Consists of all the supporting paperwork for a program.
Documentation
Unnamed constant
Modularization
Alphanumeric values
3. A preselected value that stops the execution of a program.
Magic number
Dummy value
Overhead
Conversion
4. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Integer
Goto-less programming
Declaration
5. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Visible
Magic number
Camel casing
6. The sequence of steps necessary to solve any problem.
Named constant
Input symbol
Sequence structure
Algorithm
7. Indicates and output operation and is represented by a parallelogram in flowcharts.
Making decision
Boolean expression
I-value
Processing symbol
8. A program include the steps that are repeated for each set of input data.
Making decision
Real numbers
Reliability
Detail loop tasks
9. 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
Housekeeping tasks
Module's return statement
Output symbol
10. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Making declarations or declaring variables
Output symbol
Functional cohesion module
11. Occurs when repeating logic cannot end.
Infinite loop
Detail loop tasks
Modularization
Terminal symbol or start /stop symbol
12. An unnamed constant whose purpose is not immediately apparent.
EOF
Mnemonic
Magic number
Infinite loop
13. Action is taken only when the Boolean expression in the decision is true.
Boolean expression
If-Then - decision structure
Declaration
Modularization
14. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Modules
Integer
Algorithm
Initializing a variable
15. 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.
Module's return statement
Data type
Reliability
Making declarations or declaring variables
16. A literal numeric or string value.
Pascal casing
Unnamed constant
TOE chart
Reusability
17. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Unstructured programs
If-Then - decision structure
Mnemonic
Declaration
18. The documentation within a coded program.
Declaration
Internal documentation
String constant
Annotation symbol
19. A repetition of a series of steps.
Semantic error
Loop
Hierarchy chart
IPO chart
20. The snarled - unstructured program logic.
Assignment operator
Real numbers
Named constant
Spaghetti code
21. A preselected value that stops the execution of a program.
Abstraction
Reusability
Overhead
Sentinel value
22. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Loop
Documentation
IPO chart
23. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
String variable
Functional cohesion module
Input
Reliability
24. A variable's name.
If-Then - decision structure
Numeric constant
Identifier
Semantic error
25. The used at each end of a flowchart. Its shape is a lozenge.
Semantic error
Data type
Goto-less programming
Terminal symbol or start /stop symbol
26. A program development tool that delineates input - processing and outputs tasks.
Then-Clause of a decision
Unnamed constant
Annotation symbol
IPO chart
27. Contains all the statements in the module.
28. A specific numeric value.
Data type
Processing symbol
Numeric constant
Reusability
29. End of file.
Hierarchy chart
EOF
String variable
Visible
30. Can contain alphabetic characters - numbers - and punctuation.
Boolean expression
Annotation symbol
Alphanumeric values
Initializing a variable
31. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Unnamed constant
Modularization
Making declarations or declaring variables
32. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Debugging
Mnemonic
Initializing a variable
33. A specific group of characters enclosed within quotation marks.
Detail loop tasks
String constant
Named constant
TOE chart
34. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Abstraction
Truth tables
Spaghetti code
Identifier
35. the process of finding and correcting program errors.
If-Then - decision structure
Processing symbol
Debugging
Camel casing
36. runs from start to stop and calls other modules.
Short-circuit evaluation
Main program
Hierarchy chart
Making decision
37. A statement that provides a data type and an identifier for a variable.
I-value
End-of-job tasks
Declaration
Making decision
38. 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.
Goto-less programming
I-value
Identifier
Short-circuit evaluation
39. 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.
Stack
IPO chart
Output
Data type
40. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Magic number
Reliability
Else-Clause
Spaghetti code
41. The act of containing a task's instructions in a module.
Encapsulation
Assignment operator
Assignment statement
Internal documentation
42. The process of paying attention to important properties while ignoring nonessential details.
If-Then - decision structure
Abstraction
Data items
Mainline logic
43. Describes variables that are declared within the module that uses them.
Local
Stack
Numeric constant
Modularization
44. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
String variable
Conditional and Operator
Hierarchy chart
Data type
45. A whole number.
Algorithm
Overhead
Integer
String variable
46. All the text - numbers - and other information processed by computer.
Short-circuit evaluation
Declaration
Data items
Named constant
47. Programs that do not follow the rules of structured logic.
Boolean expression
Module's body
Unstructured programs
Terminal symbol or start /stop symbol
48. The memory address identifier to left of an assignment operator.
Identifier
Conditional and Operator
Terminal symbol or start /stop symbol
I-value
49. One that represents only one of two states - usually expressed as true or false.
Boolean expression
Internal documentation
Numeric constant
Loop
50. The documentation that is outside a coded program.
Main program
External documentation
Module's return statement
Named constant