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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 documentation within a coded program.
Real numbers
Internal documentation
Input symbol
Boolean expression
2. Includes the module identifier and possibly other necessary identifying information.
Short-circuit evaluation
Mainline logic
Floating point
Conversion
3. Describes the state of data that is visible.
In scope
Semantic error
Truth tables
Camel casing
4. A whole number.
Sequence structure
Integer
External documentation
Internal documentation
5. A preselected value that stops the execution of a program.
Goto-less programming
Mainline logic
Housekeeping tasks
Dummy value
6. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Module's return statement
Modules
Algorithm
7. The similar to variable - except that its value cannot change after the first assignment.
Declaration
Floating point
Truth tables
Named constant
8. 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.
Program Development cycle
Decision symbol
Then-Clause of a decision
Real numbers
9. Occurs when repeating logic cannot end.
Real numbers
TOE chart
I-value
Infinite loop
10. Consists of all the supporting paperwork for a program.
Documentation
Spaghetti code
Magic number
Identifier
11. 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
Mainline logic
Module's return statement
Assignment statement
12. runs from start to stop and calls other modules.
Sequence structure
Input symbol
Decision symbol
Main program
13. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Module's return statement
In scope
Functional cohesion module
String variable
14. A specific group of characters enclosed within quotation marks.
String constant
Local
If-Then - decision structure
Reusability
15. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Input
Annotation symbol
Sentinel value
Named constant
16. The process of paying attention to important properties while ignoring nonessential details.
Floating point
Modules
Abstraction
Housekeeping tasks
17. The act of testing a value.
Numeric constant
Input
Making decision
Terminal symbol or start /stop symbol
18. 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.
Spaghetti code
Numeric constant
Numeric variable
Magic number
19. Programs that do not follow the rules of structured logic.
In scope
Goto-less programming
Unstructured programs
Input
20. 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.
Else-Clause
Decision symbol
Assignment statement
Pascal casing
21. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Conversion
Sentinel value
Modularization
Reliability
22. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Decision symbol
Spaghetti code
Unnamed constant
23. A program development tool that lists tasks - objects - and events.
Unnamed constant
TOE chart
Terminal symbol or start /stop symbol
External documentation
24. Number is a number with decimal places.
Internal documentation
Short-circuit evaluation
Floating point
Encapsulation
25. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Main program
Assignment statement
Floating point
Conditional and Operator
26. 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
27. The memory address identifier to left of an assignment operator.
External documentation
I-value
Boolean expression
Unnamed constant
28. The act of containing a task's instructions in a module.
Sentinel value
Input
Encapsulation
Overhead
29. A named memory location whose value can vary.
Module's body
Local
Terminal symbol or start /stop symbol
Variable
30. A specific numeric value.
Documentation
Numeric constant
If-Then - decision structure
Assignment statement
31. A preselected value that stops the execution of a program.
Housekeeping tasks
Input
Sentinel value
Conditional and Operator
32. A program include the steps that are repeated for each set of input data.
Detail loop tasks
Sequence structure
Documentation
Main program
33. Action is taken only when the Boolean expression in the decision is true.
Semantic error
If-Then - decision structure
Conditional and Operator
Abstraction
34. A measure of the degree to which all the module statements contribute to the same task.
Local
Functional cohesion module
Infinite loop
Integer
35. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Semantic error
Assignment statement
Pascal casing
36. The equal sign; it is used to assign a value to variable or constant on its left.
Algorithm
Floating point
Annotation symbol
Assignment operator
37. Describes the stat of data items when a module can recognize them.
Stack
Modules
Dummy value
Visible
38. 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
39. The snarled - unstructured program logic.
Encapsulation
Module's return statement
TOE chart
Spaghetti code
40. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Then-Clause of a decision
Housekeeping tasks
Floating point
Loop
41. The used at each end of a flowchart. Its shape is a lozenge.
Conversion
Terminal symbol or start /stop symbol
Magic number
Mnemonic
42. A statement that provides a data type and an identifier for a variable.
Modularization
Internal documentation
Documentation
Declaration
43. Describes the extra resources a task requires.
Overhead
Processing symbol
Reusability
Abstraction
44. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Visible
Integer
String variable
Modules
45. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Module's body
Unstructured programs
Visible
46. The sequence of steps necessary to solve any problem.
Making decision
Algorithm
Annotation symbol
Documentation
47. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
External documentation
Documentation
Assignment statement
Data type
48. A program development tool that delineates input - processing and outputs tasks.
Main program
String constant
Conditional and Operator
IPO chart
49. Floating-point numbers.
Annotation symbol
Decision symbol
Unnamed constant
Real numbers
50. 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.
Truth tables
Short-circuit evaluation
End-of-job tasks
Module's body
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