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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 specific numeric value.
Mnemonic
Loop
Numeric constant
EOF
2. The feature of modular programs that allows individual modules to be used in a variety of applications.
Algorithm
Reusability
Mainline logic
Declaration
3. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Annotation symbol
Input
I-value
4. Consists of all the supporting paperwork for a program.
Documentation
Module's body
Spaghetti code
Magic number
5. End of file.
Module's body
Mnemonic
EOF
Integer
6. A named memory location whose value can vary.
Detail loop tasks
Variable
Terminal symbol or start /stop symbol
Stack
7. A program include the steps that are repeated for each set of input data.
Real numbers
Modularization
Annotation symbol
Detail loop tasks
8. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Encapsulation
Housekeeping tasks
Hierarchy chart
9. 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.
Unstructured programs
Numeric variable
End-of-job tasks
Else-Clause
10. A whole number.
Spaghetti code
Integer
If-Then - decision structure
Infinite loop
11. Indicates an input operation and is represented by a parallelogram in flowcharts.
Visible
Input symbol
Main program
Functional cohesion module
12. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
IPO chart
Decision symbol
Input
Variable
13. 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.
Pascal casing
TOE chart
Documentation
Modules
14. The process of breaking down a program into modules.
External documentation
Then-Clause of a decision
Identifier
Modularization
15. A repetition of a series of steps.
Abstraction
Unnamed constant
Documentation
Loop
16. A diagram that illustrated modules relationships to each other.
Short-circuit evaluation
Hierarchy chart
Main program
Making declarations or declaring variables
17. The act of testing a value.
Output symbol
In scope
Making decision
Floating point
18. 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.
Unstructured programs
Short-circuit evaluation
Camel casing
Magic number
19. Number is a number with decimal places.
Stack
Floating point
Mainline logic
Numeric variable
20. Occurs when a correct word is used in an incorrect context.
Truth tables
Semantic error
Short-circuit evaluation
Camel casing
21. One that represents only one of two states - usually expressed as true or false.
Boolean expression
Housekeeping tasks
Main program
IPO chart
22. Describes variables that are declared within the module that uses them.
Initializing a variable
Local
Mnemonic
Alphanumeric values
23. the process of finding and correcting program errors.
Infinite loop
Debugging
Internal documentation
Encapsulation
24. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Making declarations or declaring variables
Debugging
Documentation
25. The process of paying attention to important properties while ignoring nonessential details.
Reliability
Loop
Abstraction
Documentation
26. Action is taken only when the Boolean expression in the decision is true.
Declaration
Sequence structure
If-Then - decision structure
End-of-job tasks
27. 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
28. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Modules
Else-Clause
Variable
29. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Identifier
Making declarations or declaring variables
Reliability
Semantic error
30. The documentation that is outside a coded program.
External documentation
Input
Unnamed constant
Debugging
31. The sequence of steps necessary to solve any problem.
Floating point
TOE chart
Sequence structure
Algorithm
32. Indicates an output operation and is represented by a parallelogram in flowcharts.
Declaration
Truth tables
Reliability
Output symbol
33. 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.
In scope
Unnamed constant
Output
Alphanumeric values
34. 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.
Data type
Then-Clause of a decision
Input symbol
Unnamed constant
35. A measure of the degree to which all the module statements contribute to the same task.
Abstraction
Making declarations or declaring variables
Making decision
Functional cohesion module
36. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Annotation symbol
Assignment statement
Magic number
Output
37. 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.
EOF
Assignment operator
Data items
Sequence structure
38. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Real numbers
Stack
Modules
Numeric constant
39. A variable's name.
In scope
Truth tables
Detail loop tasks
Identifier
40. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
I-value
Encapsulation
Dummy value
41. Describes the state of data that is visible.
Processing symbol
In scope
Assignment statement
Input symbol
42. runs from start to stop and calls other modules.
Main program
Else-Clause
Algorithm
Declaration
43. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Annotation symbol
Modularization
Encapsulation
44. All the text - numbers - and other information processed by computer.
Conditional and Operator
Making decision
String variable
Data items
45. The similar to variable - except that its value cannot change after the first assignment.
Infinite loop
Internal documentation
Named constant
Dummy value
46. Includes the module identifier and possibly other necessary identifying information.
Visible
Conversion
Overhead
Mainline logic
47. The documentation within a coded program.
Internal documentation
Loop
Assignment operator
I-value
48. A program development tool that lists tasks - objects - and events.
Program Development cycle
Encapsulation
TOE chart
Modules
49. The entire set of actions an organization must take to switch to using a new program or set of programs.
Spaghetti code
Conversion
Input
Named constant
50. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Else-Clause
Making decision
String variable
Unnamed constant