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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 name to describe structured programming - because structured programmers do not use a "go to" statement.
Module's return statement
Goto-less programming
Spaghetti code
Processing symbol
2. The act of containing a task's instructions in a module.
Stack
Annotation symbol
Encapsulation
Main program
3. Consists of all the supporting paperwork for a program.
External documentation
Real numbers
Documentation
End-of-job tasks
4. Includes the module identifier and possibly other necessary identifying information.
Integer
Mainline logic
Spaghetti code
Assignment operator
5. A variable's name.
Identifier
Magic number
Encapsulation
Integer
6. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Annotation symbol
Mnemonic
Modules
Boolean expression
7. The documentation that is outside a coded program.
Real numbers
Reliability
External documentation
Truth tables
8. 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
9. Describes variables that are declared within the module that uses them.
Identifier
Local
Named constant
Numeric constant
10. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Camel casing
Else-Clause
If-Then - decision structure
Mainline logic
11. The sequence of steps necessary to solve any problem.
Algorithm
Named constant
Functional cohesion module
Abstraction
12. Occurs when a correct word is used in an incorrect context.
Algorithm
Decision symbol
Semantic error
Identifier
13. A literal numeric or string value.
Unnamed constant
Debugging
Sentinel value
Semantic error
14. The entire set of actions an organization must take to switch to using a new program or set of programs.
Assignment statement
Annotation symbol
Conversion
Algorithm
15. A specific numeric value.
Program Development cycle
TOE chart
Numeric constant
Dummy value
16. A repetition of a series of steps.
In scope
Short-circuit evaluation
Data items
Loop
17. The documentation within a coded program.
Identifier
Camel casing
Internal documentation
Encapsulation
18. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
EOF
Truth tables
Floating point
Modules
19. Hold the steps you take at the end of the program to finish the application.
Conditional and Operator
Reliability
Detail loop tasks
End-of-job tasks
20. The shaped like a diamond and used to represent decisions in flowcharts.
Reliability
Stack
Decision symbol
Data items
21. 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.
Documentation
Named constant
Sequence structure
Stack
22. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Named constant
Floating point
Identifier
Assignment statement
23. The snarled - unstructured program logic.
Spaghetti code
Program Development cycle
String variable
Semantic error
24. the process of finding and correcting program errors.
Annotation symbol
Camel casing
Debugging
Encapsulation
25. The memory address identifier to left of an assignment operator.
Truth tables
String variable
I-value
TOE chart
26. Number is a number with decimal places.
Camel casing
Modules
Algorithm
Floating point
27. One that represents only one of two states - usually expressed as true or false.
Boolean expression
Short-circuit evaluation
Encapsulation
Floating point
28. Describes the stat of data items when a module can recognize them.
Input symbol
Visible
Named constant
Conditional and Operator
29. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Making declarations or declaring variables
In scope
Mnemonic
30. End of file.
Program Development cycle
EOF
Hierarchy chart
Conditional and Operator
31. The used at each end of a flowchart. Its shape is a lozenge.
Conversion
External documentation
Terminal symbol or start /stop symbol
I-value
32. 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.
Assignment operator
Camel casing
Data items
Boolean expression
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.
Hierarchy chart
Modularization
Program Development cycle
Mnemonic
34. A whole number.
Initializing a variable
Integer
Numeric constant
Named constant
35. The process of paying attention to important properties while ignoring nonessential details.
Alphanumeric values
Abstraction
Overhead
Visible
36. A program include the steps that are repeated for each set of input data.
Processing symbol
Mnemonic
Detail loop tasks
Encapsulation
37. A statement that provides a data type and an identifier for a variable.
Real numbers
Internal documentation
Alphanumeric values
Declaration
38. An unnamed constant whose purpose is not immediately apparent.
If-Then - decision structure
Magic number
Mnemonic
Abstraction
39. Programs that do not follow the rules of structured logic.
Unstructured programs
Identifier
Semantic error
Conversion
40. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Initializing a variable
String variable
Magic number
Integer
41. 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
42. A preselected value that stops the execution of a program.
String variable
TOE chart
Sentinel value
Documentation
43. A program development tool that lists tasks - objects - and events.
Goto-less programming
I-value
End-of-job tasks
TOE chart
44. Floating-point numbers.
Terminal symbol or start /stop symbol
Numeric constant
Real numbers
Variable
45. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Data items
Conditional and Operator
Mnemonic
String variable
46. 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
Detail loop tasks
Unnamed constant
Pascal casing
47. The act of testing a value.
TOE chart
Housekeeping tasks
Conversion
Making decision
48. 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.
Integer
Reliability
Numeric variable
Named constant
49. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
IPO chart
Functional cohesion module
Input
Reusability
50. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
Pascal casing
Real numbers
Sentinel value