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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 feature of modular programs that allows individual modules to be used in a variety of applications.
Housekeeping tasks
Functional cohesion module
Reusability
Goto-less programming
2. The sequence of steps necessary to solve any problem.
Algorithm
Real numbers
Module's body
Stack
3. The documentation that is outside a coded program.
Input symbol
External documentation
Conditional and Operator
Modules
4. Indicates and output operation and is represented by a parallelogram in flowcharts.
Processing symbol
Input
Housekeeping tasks
Alphanumeric values
5. 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
Reliability
Input symbol
Declaration
6. Includes the module identifier and possibly other necessary identifying information.
Loop
Mainline logic
Local
Debugging
7. Indicates an output operation and is represented by a parallelogram in flowcharts.
IPO chart
Processing symbol
Output symbol
Modules
8. The equal sign; it is used to assign a value to variable or constant on its left.
Short-circuit evaluation
Assignment operator
Mnemonic
Input symbol
9. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Numeric constant
End-of-job tasks
Pascal casing
Housekeeping tasks
10. A whole number.
Hierarchy chart
Output symbol
Input
Integer
11. Occurs when repeating logic cannot end.
Numeric variable
Infinite loop
End-of-job tasks
Then-Clause of a decision
12. 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.
Debugging
Annotation symbol
Housekeeping tasks
Mnemonic
13. Occurs when a correct word is used in an incorrect context.
Semantic error
Then-Clause of a decision
Encapsulation
Debugging
14. The memory address identifier to left of an assignment operator.
Camel casing
Program Development cycle
I-value
Modularization
15. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Floating point
If-Then - decision structure
Mnemonic
16. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Terminal symbol or start /stop symbol
Else-Clause
Module's body
Processing symbol
17. A literal numeric or string value.
Annotation symbol
Decision symbol
Unnamed constant
Assignment operator
18. A measure of the degree to which all the module statements contribute to the same task.
Mnemonic
Initializing a variable
Functional cohesion module
In scope
19. One that represents only one of two states - usually expressed as true or false.
Boolean expression
Hierarchy chart
Magic number
Unstructured programs
20. Describes the stat of data items when a module can recognize them.
Visible
Mainline logic
Short-circuit evaluation
Documentation
21. A program include the steps that are repeated for each set of input data.
External documentation
EOF
Stack
Detail loop tasks
22. 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.
Infinite loop
Short-circuit evaluation
String constant
Making decision
23. Consists of all the supporting paperwork for a program.
Initializing a variable
Documentation
Program Development cycle
EOF
24. A program development tool that delineates input - processing and outputs tasks.
Spaghetti code
Assignment operator
Modularization
IPO chart
25. Can contain alphabetic characters - numbers - and punctuation.
Conversion
Alphanumeric values
Output symbol
Modularization
26. All the text - numbers - and other information processed by computer.
Declaration
Data items
Numeric variable
Output
27. 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
28. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Encapsulation
Floating point
Input
I-value
29. A repetition of a series of steps.
Loop
Identifier
Else-Clause
Encapsulation
30. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Input symbol
Input
Mnemonic
Reusability
31. The act of assigning its first value - often at the same time the variable is created.
Detail loop tasks
Module's body
Initializing a variable
Loop
32. the process of finding and correcting program errors.
Debugging
Documentation
Data items
Pascal casing
33. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Else-Clause
Modules
Internal documentation
External documentation
34. 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.
Detail loop tasks
Data type
Alphanumeric values
Infinite loop
35. Describes the state of data that is visible.
Overhead
Truth tables
Reusability
In scope
36. 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.
Integer
Local
Documentation
Sequence structure
37. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Debugging
Truth tables
Input symbol
Conversion
38. A program development tool that lists tasks - objects - and events.
TOE chart
Declaration
End-of-job tasks
Unstructured programs
39. Describes variables that are declared within the module that uses them.
Local
Initializing a variable
Unnamed constant
EOF
40. The act of containing a task's instructions in a module.
Reusability
External documentation
Encapsulation
Conversion
41. 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
42. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Data type
String variable
End-of-job tasks
Goto-less programming
43. Action is taken only when the Boolean expression in the decision is true.
String constant
Sentinel value
Overhead
If-Then - decision structure
44. A variable's name.
IPO chart
Conditional and Operator
Spaghetti code
Identifier
45. Describes the process of naming variables and assigning data type to them.
Real numbers
Making declarations or declaring variables
Documentation
Integer
46. The used at each end of a flowchart. Its shape is a lozenge.
Spaghetti code
Terminal symbol or start /stop symbol
Data type
Stack
47. A preselected value that stops the execution of a program.
Sentinel value
Else-Clause
Boolean expression
Module's body
48. 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.
Annotation symbol
Pascal casing
Loop
Detail loop tasks
49. The process of breaking down a program into modules.
Mainline logic
Loop
Making declarations or declaring variables
Modularization
50. Number is a number with decimal places.
Floating point
Boolean expression
Identifier
Internal documentation