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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. End of file.
EOF
Magic number
Variable
Numeric constant
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.
Stack
Assignment statement
Truth tables
Data type
3. Hold the action that results when the Boolean expression in the decision is true.
Processing symbol
Assignment operator
TOE chart
Then-Clause of a decision
4. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Modules
Terminal symbol or start /stop symbol
String variable
Functional cohesion module
5. A diagram that illustrated modules relationships to each other.
Local
Modularization
Hierarchy chart
End-of-job tasks
6. The memory address identifier to left of an assignment operator.
Assignment statement
Semantic error
Mnemonic
I-value
7. The documentation that is outside a coded program.
Debugging
Alphanumeric values
Conversion
External documentation
8. A specific group of characters enclosed within quotation marks.
String constant
Reliability
Algorithm
Housekeeping tasks
9. Occurs when a correct word is used in an incorrect context.
Spaghetti code
String constant
Semantic error
IPO chart
10. 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.
Then-Clause of a decision
Magic number
Input symbol
Annotation symbol
11. The equal sign; it is used to assign a value to variable or constant on its left.
EOF
Internal documentation
Assignment operator
Mnemonic
12. A preselected value that stops the execution of a program.
Sequence structure
Sentinel value
Conversion
Infinite loop
13. A measure of the degree to which all the module statements contribute to the same task.
Mnemonic
Functional cohesion module
Numeric variable
Algorithm
14. Describes the stat of data items when a module can recognize them.
Modules
Visible
Main program
Semantic error
15. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Stack
Truth tables
Named constant
Algorithm
16. The used at each end of a flowchart. Its shape is a lozenge.
Alphanumeric values
Functional cohesion module
TOE chart
Terminal symbol or start /stop symbol
17. The process of breaking down a program into modules.
Modularization
Mnemonic
In scope
Output symbol
18. Includes the module identifier and possibly other necessary identifying information.
Floating point
Mainline logic
Identifier
Terminal symbol or start /stop symbol
19. One that represents only one of two states - usually expressed as true or false.
Assignment operator
Hierarchy chart
Encapsulation
Boolean expression
20. A whole number.
Stack
Else-Clause
If-Then - decision structure
Integer
21. Number is a number with decimal places.
String variable
Truth tables
Else-Clause
Floating point
22. A preselected value that stops the execution of a program.
Semantic error
Data type
Dummy value
Alphanumeric values
23. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Floating point
Output
Conversion
24. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Assignment operator
Pascal casing
Else-Clause
Hierarchy chart
25. A program include the steps that are repeated for each set of input data.
Hierarchy chart
Short-circuit evaluation
Debugging
Detail loop tasks
26. 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.
Making decision
Output
In scope
Main program
27. Describes variables that are declared within the module that uses them.
Local
Then-Clause of a decision
Else-Clause
Initializing a variable
28. The entire set of actions an organization must take to switch to using a new program or set of programs.
Functional cohesion module
Conversion
Floating point
Variable
29. Describes the state of data that is visible.
Internal documentation
EOF
In scope
Data type
30. The snarled - unstructured program logic.
Spaghetti code
Short-circuit evaluation
Modules
String constant
31. Indicates an output operation and is represented by a parallelogram in flowcharts.
Unstructured programs
If-Then - decision structure
In scope
Output symbol
32. An unnamed constant whose purpose is not immediately apparent.
Identifier
Initializing a variable
Magic number
Truth tables
33. Indicates an input operation and is represented by a parallelogram in flowcharts.
Abstraction
Reusability
Input symbol
String variable
34. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Goto-less programming
Algorithm
Module's return statement
Input
35. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Encapsulation
Goto-less programming
Module's body
Making declarations or declaring variables
36. 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
Decision symbol
Output
Short-circuit evaluation
37. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Real numbers
Module's body
Infinite loop
Reliability
38. The process of paying attention to important properties while ignoring nonessential details.
Spaghetti code
Abstraction
Infinite loop
Output symbol
39. Occurs when repeating logic cannot end.
Unnamed constant
Visible
Sequence structure
Infinite loop
40. The documentation within a coded program.
EOF
Module's return statement
String constant
Internal documentation
41. The act of containing a task's instructions in a module.
String constant
TOE chart
Making declarations or declaring variables
Encapsulation
42. 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
43. 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.
Annotation symbol
Camel casing
Loop
Processing symbol
44. The sequence of steps necessary to solve any problem.
Algorithm
Conditional and Operator
In scope
Named constant
45. A statement that provides a data type and an identifier for a variable.
Declaration
Modules
Camel casing
Debugging
46. A variable's name.
Named constant
Identifier
Real numbers
IPO chart
47. runs from start to stop and calls other modules.
Module's body
Input
Main program
Declaration
48. The similar to variable - except that its value cannot change after the first assignment.
Output symbol
Floating point
Named constant
Unnamed constant
49. All the text - numbers - and other information processed by computer.
Data items
Numeric constant
Assignment statement
Module's return statement
50. Describes the process of naming variables and assigning data type to them.
Conversion
TOE chart
Debugging
Making declarations or declaring variables
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