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