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