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