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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 that is outside a coded program.
Magic number
External documentation
Conversion
Unnamed constant
2. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Processing symbol
Named constant
Making declarations or declaring variables
3. Describes the state of data that is visible.
Debugging
Then-Clause of a decision
Identifier
In scope
4. 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.
Short-circuit evaluation
IPO chart
Sentinel value
Loop
5. The act of assigning its first value - often at the same time the variable is created.
Identifier
Overhead
Initializing a variable
Visible
6. A specific numeric value.
Declaration
Real numbers
Numeric constant
Mnemonic
7. A variable's name.
Identifier
TOE chart
Annotation symbol
Output
8. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Dummy value
Assignment statement
Infinite loop
Boolean expression
9. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Data type
Input
External documentation
Main program
10. Action is taken only when the Boolean expression in the decision is true.
Algorithm
Input
Modules
If-Then - decision structure
11. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Semantic error
String constant
Else-Clause
Detail loop tasks
12. The memory address identifier to left of an assignment operator.
I-value
Identifier
Numeric constant
Output
13. 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.
Real numbers
Truth tables
Functional cohesion module
Camel casing
14. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Annotation symbol
Boolean expression
Module's return statement
15. Describes variables that are declared within the module that uses them.
Program Development cycle
Conditional and Operator
Internal documentation
Local
16. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Input
Housekeeping tasks
Module's body
17. The process of paying attention to important properties while ignoring nonessential details.
Declaration
Semantic error
Abstraction
Overhead
18. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Modularization
String variable
Loop
Semantic error
19. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Conditional and Operator
Modules
Goto-less programming
Sentinel value
20. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
21. One that represents only one of two states - usually expressed as true or false.
Mainline logic
Module's return statement
Dummy value
Boolean expression
22. The feature of modular programs that allows individual modules to be used in a variety of applications.
Else-Clause
Goto-less programming
Program Development cycle
Reusability
23. Consists of all the supporting paperwork for a program.
Unstructured programs
Annotation symbol
Numeric variable
Documentation
24. A specific group of characters enclosed within quotation marks.
String constant
Stack
Truth tables
Unnamed constant
25. Describes the stat of data items when a module can recognize them.
Short-circuit evaluation
Hierarchy chart
Conversion
Visible
26. A literal numeric or string value.
Module's return statement
Overhead
Unnamed constant
Numeric variable
27. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Alphanumeric values
Stack
Modules
Floating point
28. A program development tool that lists tasks - objects - and events.
Boolean expression
String constant
TOE chart
Stack
29. Floating-point numbers.
Debugging
Overhead
Conversion
Real numbers
30. An unnamed constant whose purpose is not immediately apparent.
Sequence structure
Magic number
Documentation
Variable
31. End of file.
Hierarchy chart
EOF
Assignment statement
Making decision
32. 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.
Unstructured programs
Data items
Data type
Sentinel value
33. The act of testing a value.
Input symbol
End-of-job tasks
Making decision
Semantic error
34. The equal sign; it is used to assign a value to variable or constant on its left.
Module's body
Integer
Magic number
Assignment operator
35. A preselected value that stops the execution of a program.
Abstraction
Sentinel value
TOE chart
Internal documentation
36. The process of breaking down a program into modules.
Making decision
Modularization
Functional cohesion module
Spaghetti code
37. Number is a number with decimal places.
Visible
Detail loop tasks
Floating point
Processing symbol
38. Includes the module identifier and possibly other necessary identifying information.
Variable
Declaration
Housekeeping tasks
Mainline logic
39. The sequence of steps necessary to solve any problem.
Algorithm
Data type
If-Then - decision structure
Then-Clause of a decision
40. Occurs when repeating logic cannot end.
Processing symbol
Unstructured programs
Abstraction
Infinite loop
41. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Input symbol
Else-Clause
Housekeeping tasks
42. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Camel casing
Conversion
Mainline logic
43. The snarled - unstructured program logic.
Floating point
Reusability
Boolean expression
Spaghetti code
44. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Identifier
Module's body
String constant
Housekeeping tasks
45. All the text - numbers - and other information processed by computer.
Short-circuit evaluation
Truth tables
In scope
Data items
46. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Abstraction
Goto-less programming
Alphanumeric values
Visible
47. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Data items
Dummy value
Mnemonic
Short-circuit evaluation
48. Describes the extra resources a task requires.
Overhead
Goto-less programming
Else-Clause
Sequence structure
49. A preselected value that stops the execution of a program.
Dummy value
Module's return statement
Module's body
Conditional and Operator
50. 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
Documentation
Named constant
Sentinel value