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