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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. Can contain alphabetic characters - numbers - and punctuation.
Encapsulation
Unstructured programs
External documentation
Alphanumeric values
2. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Modules
Documentation
Integer
TOE chart
3. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Dummy value
Reusability
Debugging
Reliability
4. Programs that do not follow the rules of structured logic.
Sequence structure
Making declarations or declaring variables
Real numbers
Unstructured programs
5. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
IPO chart
Algorithm
Assignment statement
Identifier
6. Occurs when a correct word is used in an incorrect context.
Named constant
Assignment operator
Conversion
Semantic error
7. The sequence of steps necessary to solve any problem.
Algorithm
Truth tables
Sequence structure
Numeric constant
8. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Modularization
Overhead
Sequence structure
Conditional and Operator
9. One that represents only one of two states - usually expressed as true or false.
Abstraction
Data items
Boolean expression
EOF
10. 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
11. Describes variables that are declared within the module that uses them.
Output
Debugging
If-Then - decision structure
Local
12. Occurs when repeating logic cannot end.
Dummy value
Infinite loop
Else-Clause
Assignment statement
13. The process of breaking down a program into modules.
Modularization
Terminal symbol or start /stop symbol
Then-Clause of a decision
Local
14. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Conditional and Operator
Variable
Truth tables
Conversion
15. 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
String constant
Mnemonic
Module's return statement
16. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Making declarations or declaring variables
Pascal casing
Documentation
17. All the text - numbers - and other information processed by computer.
Short-circuit evaluation
Data items
TOE chart
Reusability
18. 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
19. Action is taken only when the Boolean expression in the decision is true.
Algorithm
If-Then - decision structure
Input
Output symbol
20. Describes the process of naming variables and assigning data type to them.
Debugging
Semantic error
Making declarations or declaring variables
Initializing a variable
21. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Unnamed constant
Infinite loop
Input
Module's body
22. Describes the extra resources a task requires.
Input symbol
TOE chart
Overhead
Then-Clause of a decision
23. A specific numeric value.
Numeric constant
Abstraction
Data items
Reusability
24. A specific group of characters enclosed within quotation marks.
Data type
Unstructured programs
Making decision
String constant
25. A program development tool that lists tasks - objects - and events.
Floating point
Infinite loop
String variable
TOE chart
26. 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.
Numeric variable
Hierarchy chart
Data items
Sentinel value
27. The memory address identifier to left of an assignment operator.
Unnamed constant
Main program
I-value
String constant
28. A named memory location whose value can vary.
Variable
Functional cohesion module
Initializing a variable
Declaration
29. Floating-point numbers.
Real numbers
Internal documentation
Making decision
Boolean expression
30. 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.
Identifier
Sequence structure
Integer
Module's return statement
31. The snarled - unstructured program logic.
Abstraction
Sentinel value
Else-Clause
Spaghetti code
32. 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.
Numeric constant
Then-Clause of a decision
Floating point
Output
33. 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.
Program Development cycle
If-Then - decision structure
Else-Clause
Local
34. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Detail loop tasks
Else-Clause
Alphanumeric values
35. Describes the state of data that is visible.
Visible
Spaghetti code
In scope
Abstraction
36. 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.
Data type
Overhead
Pascal casing
Magic number
37. A repetition of a series of steps.
Terminal symbol or start /stop symbol
Loop
Assignment statement
Goto-less programming
38. A diagram that illustrated modules relationships to each other.
Initializing a variable
Hierarchy chart
Overhead
Assignment operator
39. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Decision symbol
Identifier
If-Then - decision structure
40. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Output symbol
End-of-job tasks
Assignment operator
Goto-less programming
41. A variable's name.
Stack
Pascal casing
Identifier
String variable
42. An unnamed constant whose purpose is not immediately apparent.
Magic number
Visible
Encapsulation
Initializing a variable
43. Includes the module identifier and possibly other necessary identifying information.
Reliability
Mainline logic
Conditional and Operator
Local
44. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Terminal symbol or start /stop symbol
Modularization
TOE chart
45. A whole number.
Housekeeping tasks
Internal documentation
Integer
Assignment operator
46. The equal sign; it is used to assign a value to variable or constant on its left.
In scope
Assignment operator
IPO chart
Data items
47. 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.
Decision symbol
TOE chart
Input symbol
Data type
48. 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.
Hierarchy chart
Mnemonic
Terminal symbol or start /stop symbol
Annotation symbol
49. Number is a number with decimal places.
Floating point
Then-Clause of a decision
Internal documentation
Pascal casing
50. A literal numeric or string value.
Named constant
Unnamed constant
If-Then - decision structure
Making decision