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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 specific group of characters enclosed within quotation marks.
Reliability
String constant
Internal documentation
Stack
2. 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.
Variable
Sequence structure
Algorithm
String variable
3. The equal sign; it is used to assign a value to variable or constant on its left.
Boolean expression
Assignment operator
TOE chart
Stack
4. The act of containing a task's instructions in a module.
Sentinel value
Abstraction
If-Then - decision structure
Encapsulation
5. A repetition of a series of steps.
Modularization
Loop
Pascal casing
TOE chart
6. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Housekeeping tasks
Initializing a variable
Declaration
7. the process of finding and correcting program errors.
Then-Clause of a decision
Algorithm
Sequence structure
Debugging
8. The act of assigning its first value - often at the same time the variable is created.
Data items
Documentation
Initializing a variable
Pascal casing
9. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Declaration
Magic number
Named constant
10. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Real numbers
Stack
Reliability
Loop
11. The process of breaking down a program into modules.
Spaghetti code
Sequence structure
Named constant
Modularization
12. Indicates and output operation and is represented by a parallelogram in flowcharts.
TOE chart
Pascal casing
Documentation
Processing symbol
13. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Module's return statement
Input
Alphanumeric values
Pascal casing
14. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
In scope
Assignment statement
Making decision
Mnemonic
15. Programs that do not follow the rules of structured logic.
Unstructured programs
External documentation
Magic number
Sequence structure
16. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Unstructured programs
Housekeeping tasks
Real numbers
Then-Clause of a decision
17. Includes the module identifier and possibly other necessary identifying information.
Output symbol
Functional cohesion module
Annotation symbol
Mainline logic
18. The act of testing a value.
Making decision
Debugging
Output symbol
Camel casing
19. 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.
Assignment operator
Annotation symbol
String constant
Housekeeping tasks
20. 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.
Reusability
Then-Clause of a decision
Reliability
Program Development cycle
21. Can contain alphabetic characters - numbers - and punctuation.
Floating point
EOF
Loop
Alphanumeric values
22. An unnamed constant whose purpose is not immediately apparent.
Functional cohesion module
Magic number
String constant
Assignment operator
23. The documentation within a coded program.
Sequence structure
Else-Clause
Visible
Internal documentation
24. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Named constant
TOE chart
Module's return statement
25. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Conditional and Operator
String variable
Abstraction
Magic number
26. Floating-point numbers.
Real numbers
Assignment operator
Unnamed constant
I-value
27. A named memory location whose value can vary.
Variable
Output
Visible
Camel casing
28. The memory address identifier to left of an assignment operator.
Goto-less programming
Visible
External documentation
I-value
29. Consists of all the supporting paperwork for a program.
Conversion
Documentation
Reusability
Real numbers
30. The entire set of actions an organization must take to switch to using a new program or set of programs.
Module's return statement
Numeric constant
Conversion
Program Development cycle
31. 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.
Visible
Then-Clause of a decision
Output
Debugging
32. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
String variable
Data items
Conditional and Operator
Camel casing
33. 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.
Data type
If-Then - decision structure
Making decision
Internal documentation
34. A specific numeric value.
Numeric constant
Declaration
EOF
Abstraction
35. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Data items
Processing symbol
If-Then - decision structure
Truth tables
36. A program development tool that lists tasks - objects - and events.
I-value
TOE chart
Sequence structure
Housekeeping tasks
37. The snarled - unstructured program logic.
Module's return statement
Identifier
Spaghetti code
I-value
38. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Documentation
Numeric constant
Conditional and Operator
39. End of file.
Output
EOF
Mainline logic
Making declarations or declaring variables
40. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Program Development cycle
Camel casing
Stack
Variable
41. Number is a number with decimal places.
IPO chart
Floating point
Real numbers
Numeric constant
42. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Spaghetti code
Conditional and Operator
Data type
43. Describes the stat of data items when a module can recognize them.
Assignment operator
Mnemonic
Visible
Detail loop tasks
44. Describes the state of data that is visible.
Loop
Abstraction
Camel casing
In scope
45. Describes the process of naming variables and assigning data type to them.
Floating point
Making declarations or declaring variables
Then-Clause of a decision
Stack
46. Occurs when a correct word is used in an incorrect context.
Truth tables
Module's return statement
Semantic error
Conversion
47. A program include the steps that are repeated for each set of input data.
Variable
Loop
EOF
Detail loop tasks
48. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
External documentation
IPO chart
Camel casing
49. Indicates an output operation and is represented by a parallelogram in flowcharts.
Named constant
Assignment operator
If-Then - decision structure
Output symbol
50. runs from start to stop and calls other modules.
Semantic error
Main program
I-value
Goto-less programming