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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.
Documentation
Local
Program Development cycle
Internal documentation
2. 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
Numeric variable
Internal documentation
Unstructured programs
3. End of file.
EOF
Making decision
String variable
Conversion
4. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Initializing a variable
If-Then - decision structure
Functional cohesion module
Reliability
5. A statement that provides a data type and an identifier for a variable.
Goto-less programming
Mainline logic
Declaration
In scope
6. A repetition of a series of steps.
Reliability
In scope
Pascal casing
Loop
7. Hold the action that results when the Boolean expression in the decision is true.
Mnemonic
Making declarations or declaring variables
Then-Clause of a decision
Pascal casing
8. The shaped like a diamond and used to represent decisions in flowcharts.
Unstructured programs
Decision symbol
Assignment statement
Module's body
9. The act of assigning its first value - often at the same time the variable is created.
External documentation
Initializing a variable
If-Then - decision structure
Input
10. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Decision symbol
String variable
Numeric constant
Making decision
11. Indicates an input operation and is represented by a parallelogram in flowcharts.
Dummy value
Input symbol
Assignment statement
Annotation symbol
12. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
Warning
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on line
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13. The act of testing a value.
Output
Making decision
EOF
Sentinel value
14. A variable's name.
Modularization
Boolean expression
Identifier
Assignment operator
15. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
IPO chart
Integer
Output symbol
16. A specific group of characters enclosed within quotation marks.
Stack
Declaration
String constant
Modularization
17. Describes variables that are declared within the module that uses them.
Local
If-Then - decision structure
Short-circuit evaluation
Variable
18. Action is taken only when the Boolean expression in the decision is true.
Abstraction
End-of-job tasks
If-Then - decision structure
TOE chart
19. 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.
Annotation symbol
Assignment statement
Mnemonic
Data type
20. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Reliability
Module's body
Infinite loop
21. 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.
Identifier
Documentation
Output
Else-Clause
22. A specific numeric value.
Unstructured programs
Sequence structure
Numeric constant
Reliability
23. The act of containing a task's instructions in a module.
Encapsulation
Output
Modules
Making decision
24. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Detail loop tasks
If-Then - decision structure
Housekeeping tasks
25. The snarled - unstructured program logic.
Short-circuit evaluation
Input
Decision symbol
Spaghetti code
26. The documentation that is outside a coded program.
If-Then - decision structure
External documentation
Documentation
Conversion
27. A literal numeric or string value.
Data type
Internal documentation
Unnamed constant
Modularization
28. The memory address identifier to left of an assignment operator.
Loop
I-value
Data type
Main program
29. The feature of modular programs that allows individual modules to be used in a variety of applications.
TOE chart
End-of-job tasks
Reusability
Debugging
30. 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.
Sequence structure
Modularization
Encapsulation
Alphanumeric values
31. Describes the stat of data items when a module can recognize them.
Loop
Reliability
Boolean expression
Visible
32. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Output symbol
Visible
Magic number
Mnemonic
33. 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.
External documentation
Camel casing
Initializing a variable
Conversion
34. Occurs when a correct word is used in an incorrect context.
Semantic error
Detail loop tasks
Initializing a variable
Integer
35. runs from start to stop and calls other modules.
Main program
Modules
Functional cohesion module
Sequence structure
36. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Main program
Identifier
Alphanumeric values
37. Describes the process of naming variables and assigning data type to them.
TOE chart
Making declarations or declaring variables
Initializing a variable
Module's body
38. A preselected value that stops the execution of a program.
Overhead
Internal documentation
Sentinel value
TOE chart
39. The similar to variable - except that its value cannot change after the first assignment.
Infinite loop
Named constant
Boolean expression
Unstructured programs
40. A whole number.
Integer
Functional cohesion module
Data type
Modularization
41. Indicates and output operation and is represented by a parallelogram in flowcharts.
Reusability
String variable
Processing symbol
Data items
42. The sequence of steps necessary to solve any problem.
Algorithm
Declaration
Else-Clause
Pascal casing
43. Describes the state of data that is visible.
Mnemonic
In scope
Module's body
Modules
44. The process of paying attention to important properties while ignoring nonessential details.
Making declarations or declaring variables
Boolean expression
Detail loop tasks
Abstraction
45. the process of finding and correcting program errors.
Processing symbol
Debugging
Algorithm
External documentation
46. The used at each end of a flowchart. Its shape is a lozenge.
Variable
Semantic error
Terminal symbol or start /stop symbol
If-Then - decision structure
47. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Annotation symbol
String constant
Dummy value
48. Hold the steps you take at the end of the program to finish the application.
Detail loop tasks
Dummy value
End-of-job tasks
Declaration
49. 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.
String constant
Data type
Overhead
Assignment operator
50. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Named constant
String constant
Goto-less programming
Reusability