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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 similar to variable - except that its value cannot change after the first assignment.
Initializing a variable
Named constant
Detail loop tasks
Data items
2. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Input
Documentation
Main program
String variable
3. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
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4. A program include the steps that are repeated for each set of input data.
Internal documentation
Abstraction
Detail loop tasks
Dummy value
5. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Housekeeping tasks
Alphanumeric values
Modules
Floating point
6. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Assignment operator
Module's body
Reusability
7. The act of testing a value.
Dummy value
Module's return statement
Making decision
Short-circuit evaluation
8. 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.
Local
Sequence structure
Output
TOE chart
9. A diagram that illustrated modules relationships to each other.
In scope
Hierarchy chart
Conversion
Sequence structure
10. Describes the stat of data items when a module can recognize them.
Input symbol
Overhead
Visible
Detail loop tasks
11. 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.
Pascal casing
Module's return statement
Module's body
Dummy value
12. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Sentinel value
Integer
Mnemonic
Processing symbol
13. Occurs when a correct word is used in an incorrect context.
Floating point
End-of-job tasks
Semantic error
If-Then - decision structure
14. Consists of all the supporting paperwork for a program.
Documentation
Variable
TOE chart
Else-Clause
15. The feature of modular programs that allows individual modules to be used in a variety of applications.
Local
Reusability
Debugging
Detail loop tasks
16. Hold the steps you take at the end of the program to finish the application.
Unstructured programs
End-of-job tasks
If-Then - decision structure
Reusability
17. End of file.
Integer
Pascal casing
Camel casing
EOF
18. A statement that provides a data type and an identifier for a variable.
Floating point
Initializing a variable
Truth tables
Declaration
19. 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.
Sequence structure
Main program
I-value
Dummy value
20. The used at each end of a flowchart. Its shape is a lozenge.
Semantic error
I-value
Reliability
Terminal symbol or start /stop symbol
21. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Visible
In scope
Variable
22. Floating-point numbers.
Unstructured programs
Debugging
Real numbers
Module's return statement
23. A preselected value that stops the execution of a program.
Local
Sentinel value
Terminal symbol or start /stop symbol
Annotation symbol
24. 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.
Data type
Overhead
Dummy value
Program Development cycle
25. Describes the state of data that is visible.
Infinite loop
In scope
Annotation symbol
Else-Clause
26. A literal numeric or string value.
Numeric variable
Initializing a variable
Pascal casing
Unnamed constant
27. A specific group of characters enclosed within quotation marks.
Terminal symbol or start /stop symbol
Housekeeping tasks
Annotation symbol
String constant
28. 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.
Detail loop tasks
Spaghetti code
Annotation symbol
Initializing a variable
29. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Functional cohesion module
Boolean expression
Visible
30. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Reliability
Truth tables
Functional cohesion module
Internal documentation
31. the process of finding and correcting program errors.
If-Then - decision structure
Variable
Debugging
Integer
32. Describes the process of naming variables and assigning data type to them.
Truth tables
Making declarations or declaring variables
Loop
Algorithm
33. 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.
In scope
Short-circuit evaluation
Assignment operator
Infinite loop
34. A preselected value that stops the execution of a program.
Sequence structure
Dummy value
Semantic error
Boolean expression
35. The documentation that is outside a coded program.
Truth tables
External documentation
Sequence structure
Making decision
36. The process of breaking down a program into modules.
Modularization
Mnemonic
End-of-job tasks
Assignment statement
37. The act of containing a task's instructions in a module.
Numeric variable
Encapsulation
Camel casing
Annotation symbol
38. A specific numeric value.
Housekeeping tasks
Numeric constant
Loop
Conversion
39. Action is taken only when the Boolean expression in the decision is true.
Short-circuit evaluation
Declaration
Sentinel value
If-Then - decision structure
40. A named memory location whose value can vary.
Module's return statement
Variable
Input symbol
Housekeeping tasks
41. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
Mnemonic
Input symbol
Dummy value
42. The entire set of actions an organization must take to switch to using a new program or set of programs.
Dummy value
Else-Clause
Integer
Conversion
43. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Camel casing
Input
End-of-job tasks
String variable
44. The snarled - unstructured program logic.
Real numbers
Spaghetti code
Making decision
Reliability
45. The memory address identifier to left of an assignment operator.
Functional cohesion module
I-value
Detail loop tasks
Output
46. 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.
Unstructured programs
Numeric variable
Real numbers
Sentinel value
47. Indicates and output operation and is represented by a parallelogram in flowcharts.
Conditional and Operator
Processing symbol
Initializing a variable
Identifier
48. A program development tool that lists tasks - objects - and events.
Stack
String variable
TOE chart
Hierarchy chart
49. Programs that do not follow the rules of structured logic.
Unstructured programs
Dummy value
External documentation
In scope
50. Indicates an output operation and is represented by a parallelogram in flowcharts.
TOE chart
Floating point
Output symbol
Short-circuit evaluation