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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 memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Goto-less programming
Stack
Annotation symbol
Loop
2. A literal numeric or string value.
Unnamed constant
Output symbol
External documentation
Reliability
3. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Terminal symbol or start /stop symbol
Goto-less programming
Else-Clause
Decision symbol
4. A measure of the degree to which all the module statements contribute to the same task.
Local
Functional cohesion module
Sentinel value
Visible
5. A program development tool that lists tasks - objects - and events.
TOE chart
Making declarations or declaring variables
Overhead
Floating point
6. The similar to variable - except that its value cannot change after the first assignment.
Modules
Dummy value
Named constant
External documentation
7. Describes variables that are declared within the module that uses them.
Numeric variable
Truth tables
Local
Output
8. A preselected value that stops the execution of a program.
Magic number
Sentinel value
I-value
TOE chart
9. runs from start to stop and calls other modules.
String constant
Main program
Terminal symbol or start /stop symbol
Then-Clause of a decision
10. Describes the stat of data items when a module can recognize them.
Encapsulation
Named constant
Visible
Housekeeping tasks
11. The documentation that is outside a coded program.
External documentation
Goto-less programming
Algorithm
Decision symbol
12. The act of testing a value.
Alphanumeric values
Data items
I-value
Making decision
13. Hold the action that results when the Boolean expression in the decision is true.
Unstructured programs
Debugging
TOE chart
Then-Clause of a decision
14. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Reliability
Truth tables
Terminal symbol or start /stop symbol
15. A diagram that illustrated modules relationships to each other.
Output symbol
Truth tables
Assignment operator
Hierarchy chart
16. 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.
Modularization
Data type
Boolean expression
Output symbol
17. The entire set of actions an organization must take to switch to using a new program or set of programs.
Housekeeping tasks
Semantic error
Conversion
Processing symbol
18. The documentation within a coded program.
Numeric variable
Visible
Internal documentation
Modules
19. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
TOE chart
Housekeeping tasks
Conditional and Operator
Program Development cycle
20. 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.
Data type
Integer
Module's return statement
Output
21. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
Visible
Semantic error
Algorithm
22. End of file.
TOE chart
Input
EOF
In scope
23. The snarled - unstructured program logic.
Annotation symbol
Modularization
Assignment operator
Spaghetti code
24. A repetition of a series of steps.
External documentation
Encapsulation
Initializing a variable
Loop
25. Floating-point numbers.
Spaghetti code
Real numbers
Else-Clause
Encapsulation
26. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Modules
Assignment statement
Debugging
Conditional and Operator
27. Indicates and output operation and is represented by a parallelogram in flowcharts.
Declaration
Processing symbol
Conversion
Overhead
28. Describes the process of naming variables and assigning data type to them.
Then-Clause of a decision
I-value
Making declarations or declaring variables
Conversion
29. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
String constant
Loop
Assignment statement
30. A specific group of characters enclosed within quotation marks.
Variable
Conditional and Operator
Unstructured programs
String constant
31. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Terminal symbol or start /stop symbol
Modules
Sentinel value
Main program
32. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Making decision
Mnemonic
Camel casing
Detail loop tasks
33. A program include the steps that are repeated for each set of input data.
Sentinel value
Module's body
Identifier
Detail loop tasks
34. A statement that provides a data type and an identifier for a variable.
Named constant
Declaration
Magic number
Unstructured programs
35. Can contain alphabetic characters - numbers - and punctuation.
Assignment statement
Truth tables
Data items
Alphanumeric values
36. Hold the steps you take at the end of the program to finish the application.
Then-Clause of a decision
Alphanumeric values
Magic number
End-of-job tasks
37. Consists of all the supporting paperwork for a program.
Conversion
Named constant
Documentation
Floating point
38. Occurs when a correct word is used in an incorrect context.
Semantic error
Internal documentation
Initializing a variable
Numeric constant
39. A variable's name.
Goto-less programming
Input
Hierarchy chart
Identifier
40. The act of assigning its first value - often at the same time the variable is created.
In scope
Housekeeping tasks
Initializing a variable
Internal documentation
41. Programs that do not follow the rules of structured logic.
Overhead
Unstructured programs
Dummy value
Boolean expression
42. 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.
Output symbol
Short-circuit evaluation
Magic number
Goto-less programming
43. Includes the module identifier and possibly other necessary identifying information.
Sequence structure
TOE chart
Else-Clause
Mainline logic
44. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
Annotation symbol
In scope
Unstructured programs
45. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Mnemonic
Reliability
Sequence structure
Declaration
46. The act of containing a task's instructions in a module.
Declaration
Encapsulation
Hierarchy chart
Short-circuit evaluation
47. Occurs when repeating logic cannot end.
In scope
Functional cohesion module
Infinite loop
Modules
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.
Numeric variable
Local
Internal documentation
Modularization
49. the process of finding and correcting program errors.
Visible
IPO chart
Encapsulation
Debugging
50. The equal sign; it is used to assign a value to variable or constant on its left.
String constant
Mnemonic
Integer
Assignment operator