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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 process of finding and correcting program errors.
Housekeeping tasks
Functional cohesion module
Unstructured programs
Debugging
2. 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.
Goto-less programming
TOE chart
Data type
Modularization
3. A statement that provides a data type and an identifier for a variable.
Making decision
Declaration
If-Then - decision structure
Else-Clause
4. The feature of modular programs that allows individual modules to be used in a variety of applications.
Real numbers
Reusability
Encapsulation
Terminal symbol or start /stop symbol
5. The similar to variable - except that its value cannot change after the first assignment.
Assignment statement
Module's body
Named constant
Reusability
6. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Infinite loop
Detail loop tasks
Integer
7. Number is a number with decimal places.
Semantic error
Debugging
Main program
Floating point
8. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Reusability
Truth tables
Magic number
Variable
9. The documentation that is outside a coded program.
Dummy value
External documentation
I-value
Housekeeping tasks
10. Occurs when a correct word is used in an incorrect context.
Semantic error
Reliability
Conversion
Documentation
11. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Infinite loop
Visible
Declaration
Housekeeping tasks
12. 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.
Functional cohesion module
Detail loop tasks
String variable
Camel casing
13. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Local
Algorithm
Assignment statement
14. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Declaration
Semantic error
Output symbol
Goto-less programming
15. runs from start to stop and calls other modules.
Main program
Named constant
Output
Hierarchy chart
16. 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.
Input
Visible
Sequence structure
Truth tables
17. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Housekeeping tasks
Unstructured programs
Terminal symbol or start /stop symbol
18. An unnamed constant whose purpose is not immediately apparent.
Short-circuit evaluation
Alphanumeric values
Else-Clause
Magic number
19. End of file.
Assignment statement
Boolean expression
Else-Clause
EOF
20. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Magic number
Floating point
Unstructured programs
21. A preselected value that stops the execution of a program.
Reusability
Modules
Dummy value
Module's return statement
22. A named memory location whose value can vary.
Loop
Variable
String constant
Hierarchy chart
23. One that represents only one of two states - usually expressed as true or false.
Semantic error
Dummy value
Boolean expression
Identifier
24. 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.
Unnamed constant
Abstraction
Numeric constant
Numeric variable
25. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Housekeeping tasks
Mnemonic
In scope
Short-circuit evaluation
26. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
Camel casing
Sequence structure
Else-Clause
27. A repetition of a series of steps.
Processing symbol
Loop
Stack
TOE chart
28. 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
29. The memory address identifier to left of an assignment operator.
I-value
Abstraction
Then-Clause of a decision
Modules
30. Describes variables that are declared within the module that uses them.
Input symbol
Declaration
String constant
Local
31. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Sequence structure
Conditional and Operator
Main program
Overhead
32. Describes the stat of data items when a module can recognize them.
Camel casing
Else-Clause
Visible
Processing symbol
33. All the text - numbers - and other information processed by computer.
Conversion
Data items
End-of-job tasks
Housekeeping tasks
34. The process of breaking down a program into modules.
Boolean expression
Infinite loop
Spaghetti code
Modularization
35. The snarled - unstructured program logic.
Assignment operator
Spaghetti code
Main program
String variable
36. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Documentation
Unstructured programs
Data type
37. The entire set of actions an organization must take to switch to using a new program or set of programs.
Infinite loop
Conversion
String variable
Semantic error
38. The process of paying attention to important properties while ignoring nonessential details.
Decision symbol
Output symbol
Goto-less programming
Abstraction
39. 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
Making declarations or declaring variables
Output
Assignment statement
40. The act of testing a value.
Unstructured programs
Decision symbol
Identifier
Making decision
41. 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.
Documentation
Mnemonic
Output
Declaration
42. 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.
Loop
Conditional and Operator
Output
Short-circuit evaluation
43. Indicates and output operation and is represented by a parallelogram in flowcharts.
Reliability
Encapsulation
Processing symbol
Truth tables
44. Hold the steps you take at the end of the program to finish the application.
Algorithm
End-of-job tasks
Dummy value
Detail loop tasks
45. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Input
String constant
Assignment statement
Conversion
46. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Documentation
Output symbol
Modules
47. 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
48. A whole number.
Making decision
Declaration
Modularization
Integer
49. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Modularization
String variable
Local
Else-Clause
50. The sequence of steps necessary to solve any problem.
Debugging
Infinite loop
Input symbol
Algorithm
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