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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.
Reusability
Infinite loop
Dummy value
Modularization
2. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Module's body
Decision symbol
Visible
3. Describes the state of data that is visible.
Data type
In scope
Spaghetti code
Conditional and Operator
4. The memory address identifier to left of an assignment operator.
I-value
Input symbol
Assignment statement
Documentation
5. Floating-point numbers.
Visible
Decision symbol
Real numbers
Detail loop tasks
6. The equal sign; it is used to assign a value to variable or constant on its left.
Loop
Abstraction
Assignment operator
Functional cohesion module
7. 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.
Assignment statement
Algorithm
Output
IPO chart
8. A specific numeric value.
Modularization
Numeric constant
I-value
Integer
9. The sequence of steps necessary to solve any problem.
In scope
Algorithm
Floating point
Sentinel value
10. Occurs when repeating logic cannot end.
Named constant
Hierarchy chart
Unnamed constant
Infinite loop
11. Describes the process of naming variables and assigning data type to them.
If-Then - decision structure
Making declarations or declaring variables
Output
Annotation symbol
12. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Loop
Mainline logic
Spaghetti code
Reliability
13. The snarled - unstructured program logic.
Sequence structure
In scope
Input symbol
Spaghetti code
14. Includes the module identifier and possibly other necessary identifying information.
Hierarchy chart
Mainline logic
Real numbers
Local
15. The act of assigning its first value - often at the same time the variable is created.
Pascal casing
Initializing a variable
Dummy value
Semantic error
16. 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.
Annotation symbol
Dummy value
Short-circuit evaluation
Real numbers
17. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Algorithm
Truth tables
Processing symbol
Making declarations or declaring variables
18. A preselected value that stops the execution of a program.
Dummy value
Modularization
Making decision
Boolean expression
19. The documentation that is outside a coded program.
Annotation symbol
Mainline logic
End-of-job tasks
External documentation
20. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Internal documentation
Hierarchy chart
Conditional and Operator
Reusability
21. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Module's return statement
Variable
Assignment statement
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.
Short-circuit evaluation
Mnemonic
Conditional and Operator
Unstructured programs
23. Programs that do not follow the rules of structured logic.
Identifier
Real numbers
Unstructured programs
Processing symbol
24. The similar to variable - except that its value cannot change after the first assignment.
String variable
Named constant
Sequence structure
Encapsulation
25. Describes variables that are declared within the module that uses them.
Short-circuit evaluation
Local
End-of-job tasks
Unnamed constant
26. A preselected value that stops the execution of a program.
Loop
Making decision
Sentinel value
Truth tables
27. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
In scope
Assignment operator
Housekeeping tasks
Reliability
28. Describes the stat of data items when a module can recognize them.
TOE chart
Functional cohesion module
Visible
Module's return statement
29. The documentation within a coded program.
Making declarations or declaring variables
Camel casing
Unnamed constant
Internal documentation
30. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
Camel casing
Assignment operator
Goto-less programming
31. One that represents only one of two states - usually expressed as true or false.
Then-Clause of a decision
Boolean expression
Local
Declaration
32. The act of testing a value.
Input symbol
Debugging
Making decision
Hierarchy chart
33. Indicates an output operation and is represented by a parallelogram in flowcharts.
Loop
Dummy value
Output symbol
String variable
34. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Numeric variable
Sequence structure
Mainline logic
35. Can contain alphabetic characters - numbers - and punctuation.
Processing symbol
Conditional and Operator
Alphanumeric values
Sequence structure
36. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
IPO chart
Reusability
Annotation symbol
37. Describes the extra resources a task requires.
Overhead
Assignment operator
Goto-less programming
Debugging
38. The entire set of actions an organization must take to switch to using a new program or set of programs.
Conversion
Abstraction
Module's body
Infinite loop
39. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Decision symbol
TOE chart
I-value
40. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Sequence structure
Pascal casing
String variable
41. A repetition of a series of steps.
Variable
Loop
Modularization
Dummy value
42. A measure of the degree to which all the module statements contribute to the same task.
Main program
Boolean expression
Pascal casing
Functional cohesion module
43. A variable's name.
Boolean expression
Unnamed constant
Identifier
Mainline logic
44. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Making decision
String variable
Loop
Unnamed constant
45. 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.
String constant
Data type
Identifier
TOE chart
46. A program include the steps that are repeated for each set of input data.
Detail loop tasks
TOE chart
Alphanumeric values
Named constant
47. 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.
Real numbers
Alphanumeric values
Numeric variable
Goto-less programming
48. All the text - numbers - and other information processed by computer.
Infinite loop
Camel casing
Input
Data items
49. 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.
Hierarchy chart
Pascal casing
Conversion
Floating point
50. Action is taken only when the Boolean expression in the decision is true.
I-value
Stack
String variable
If-Then - decision structure