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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. 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.
Dummy value
Reusability
Numeric constant
Short-circuit evaluation
2. Action is taken only when the Boolean expression in the decision is true.
Visible
If-Then - decision structure
Making decision
Modularization
3. 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
Else-Clause
Numeric variable
4. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
Warning
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on line
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5. Describes the state of data that is visible.
Numeric variable
In scope
IPO chart
Local
6. 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.
Mnemonic
Unnamed constant
Named constant
Camel casing
7. runs from start to stop and calls other modules.
Output symbol
Input
Main program
Conditional and Operator
8. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
If-Then - decision structure
Housekeeping tasks
Assignment statement
Identifier
9. 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
Truth tables
External documentation
String constant
10. The documentation within a coded program.
Identifier
Internal documentation
Camel casing
Integer
11. A diagram that illustrated modules relationships to each other.
Boolean expression
Hierarchy chart
Input symbol
Debugging
12. The documentation that is outside a coded program.
Floating point
External documentation
Functional cohesion module
Processing symbol
13. Can contain alphabetic characters - numbers - and punctuation.
Alphanumeric values
Numeric constant
Detail loop tasks
Mnemonic
14. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Making decision
Module's return statement
Dummy value
15. Programs that do not follow the rules of structured logic.
Alphanumeric values
Documentation
Unstructured programs
Reliability
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.
Named constant
Hierarchy chart
Floating point
Sequence structure
17. A measure of the degree to which all the module statements contribute to the same task.
Visible
Functional cohesion module
Output
String variable
18. The entire set of actions an organization must take to switch to using a new program or set of programs.
Declaration
Conditional and Operator
Assignment operator
Conversion
19. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Reliability
Module's body
Local
Input
20. A specific group of characters enclosed within quotation marks.
Variable
Conversion
String constant
Overhead
21. The used at each end of a flowchart. Its shape is a lozenge.
Local
Floating point
Output symbol
Terminal symbol or start /stop symbol
22. Floating-point numbers.
Numeric variable
Variable
Real numbers
Algorithm
23. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Modules
Unnamed constant
String variable
Assignment statement
24. The act of assigning its first value - often at the same time the variable is created.
Making declarations or declaring variables
Initializing a variable
Visible
Then-Clause of a decision
25. An unnamed constant whose purpose is not immediately apparent.
Magic number
Integer
Data items
Assignment statement
26. The sequence of steps necessary to solve any problem.
Decision symbol
Algorithm
Input
IPO chart
27. A specific numeric value.
Unstructured programs
Else-Clause
Internal documentation
Numeric constant
28. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Input
Output
Conditional and Operator
I-value
29. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Numeric variable
Making decision
Detail loop tasks
Stack
30. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Input symbol
String constant
Housekeeping tasks
Internal documentation
31. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Functional cohesion module
Numeric variable
Alphanumeric values
Goto-less programming
32. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Overhead
Documentation
Mainline logic
33. A literal numeric or string value.
Unnamed constant
TOE chart
Modularization
Infinite loop
34. Occurs when repeating logic cannot end.
Then-Clause of a decision
Infinite loop
Modularization
Housekeeping tasks
35. One that represents only one of two states - usually expressed as true or false.
End-of-job tasks
Modules
Floating point
Boolean expression
36. Contains all the statements in the module.
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: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
37. The process of paying attention to important properties while ignoring nonessential details.
Loop
Abstraction
Overhead
IPO chart
38. The shaped like a diamond and used to represent decisions in flowcharts.
Truth tables
Loop
Making decision
Decision symbol
39. 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.
Goto-less programming
Mainline logic
Annotation symbol
Camel casing
40. A named memory location whose value can vary.
Truth tables
If-Then - decision structure
Module's body
Variable
41. Indicates and output operation and is represented by a parallelogram in flowcharts.
Debugging
Decision symbol
Then-Clause of a decision
Processing symbol
42. The memory address identifier to left of an assignment operator.
Else-Clause
Abstraction
Making declarations or declaring variables
I-value
43. A whole number.
Named constant
Integer
Reliability
Debugging
44. Describes variables that are declared within the module that uses them.
Terminal symbol or start /stop symbol
Local
Abstraction
Detail loop tasks
45. 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.
Decision symbol
Module's return statement
Assignment statement
Pascal casing
46. A statement that provides a data type and an identifier for a variable.
Camel casing
Program Development cycle
String variable
Declaration
47. the process of finding and correcting program errors.
Output symbol
Debugging
Assignment operator
Named constant
48. The act of testing a value.
Making decision
Camel casing
Numeric constant
Alphanumeric values
49. Consists of all the supporting paperwork for a program.
Then-Clause of a decision
Stack
Documentation
Local
50. Occurs when a correct word is used in an incorrect context.
Reusability
Sentinel value
Data items
Semantic error