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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. Occurs when a correct word is used in an incorrect context.
Abstraction
Initializing a variable
Internal documentation
Semantic error
2. A whole number.
Stack
Integer
Camel casing
Mnemonic
3. All the text - numbers - and other information processed by computer.
Sentinel value
Hierarchy chart
Data items
IPO chart
4. The sequence of steps necessary to solve any problem.
Data items
Assignment statement
Documentation
Algorithm
5. The act of containing a task's instructions in a module.
Encapsulation
Local
Dummy value
Data items
6. A preselected value that stops the execution of a program.
Assignment operator
Spaghetti code
Sentinel value
Internal documentation
7. One that represents only one of two states - usually expressed as true or false.
Numeric variable
Sequence structure
Boolean expression
TOE chart
8. Hold the action that results when the Boolean expression in the decision is true.
Spaghetti code
Encapsulation
Then-Clause of a decision
Housekeeping tasks
9. The documentation that is outside a coded program.
Module's body
External documentation
Mainline logic
Abstraction
10. Consists of all the supporting paperwork for a program.
Unstructured programs
Visible
Documentation
External documentation
11. A specific numeric value.
Annotation symbol
Numeric constant
IPO chart
Spaghetti code
12. 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
Overhead
Local
Module's body
13. The entire set of actions an organization must take to switch to using a new program or set of programs.
Internal documentation
Conversion
Infinite loop
Algorithm
14. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
15. Describes the stat of data items when a module can recognize them.
Housekeeping tasks
String variable
Declaration
Visible
16. A measure of the degree to which all the module statements contribute to the same task.
Magic number
Abstraction
Functional cohesion module
Reusability
17. 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.
Output
Sentinel value
String constant
If-Then - decision structure
18. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Housekeeping tasks
Semantic error
String variable
19. Indicates an output operation and is represented by a parallelogram in flowcharts.
Goto-less programming
Output symbol
Documentation
Stack
20. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
If-Then - decision structure
Mnemonic
Infinite loop
Annotation symbol
21. The feature of modular programs that allows individual modules to be used in a variety of applications.
Visible
Making declarations or declaring variables
Reusability
Named constant
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.
Encapsulation
Magic number
Pascal casing
Input symbol
23. Describes the extra resources a task requires.
Alphanumeric values
Main program
Overhead
Mainline logic
24. 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
Abstraction
Data type
Module's return statement
25. the process of finding and correcting program errors.
Housekeeping tasks
Debugging
I-value
Local
26. Number is a number with decimal places.
Floating point
Spaghetti code
Reusability
Decision symbol
27. Describes the state of data that is visible.
Sequence structure
In scope
Modules
Annotation symbol
28. The snarled - unstructured program logic.
Spaghetti code
Module's return statement
Program Development cycle
Declaration
29. The process of breaking down a program into modules.
Modularization
Hierarchy chart
Initializing a variable
Decision symbol
30. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Modularization
String variable
External documentation
Input
31. Floating-point numbers.
Data items
I-value
Real numbers
Modules
32. 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.
Alphanumeric values
IPO chart
Annotation symbol
Hierarchy chart
33. Hold the steps you take at the end of the program to finish the application.
Alphanumeric values
Internal documentation
Floating point
End-of-job tasks
34. The memory address identifier to left of an assignment operator.
Hierarchy chart
Declaration
I-value
Alphanumeric values
35. A program include the steps that are repeated for each set of input data.
Housekeeping tasks
Short-circuit evaluation
Annotation symbol
Detail loop tasks
36. A named memory location whose value can vary.
If-Then - decision structure
Program Development cycle
Variable
Declaration
37. The equal sign; it is used to assign a value to variable or constant on its left.
Overhead
Terminal symbol or start /stop symbol
Assignment operator
Modules
38. Programs that do not follow the rules of structured logic.
Unstructured programs
Assignment operator
Housekeeping tasks
Debugging
39. 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.
Visible
Declaration
Terminal symbol or start /stop symbol
Camel casing
40. A program development tool that lists tasks - objects - and events.
Abstraction
String constant
Numeric variable
TOE chart
41. The process of paying attention to important properties while ignoring nonessential details.
Making declarations or declaring variables
Terminal symbol or start /stop symbol
Abstraction
Integer
42. 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
Variable
Infinite loop
Numeric constant
43. A repetition of a series of steps.
Terminal symbol or start /stop symbol
Numeric variable
Input
Loop
44. The act of testing a value.
Making decision
Conversion
Sequence structure
Spaghetti code
45. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
EOF
Conditional and Operator
Named constant
46. An unnamed constant whose purpose is not immediately apparent.
Loop
Sequence structure
String variable
Magic number
47. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Unstructured programs
Conditional and Operator
Functional cohesion module
Floating point
48. A diagram that illustrated modules relationships to each other.
Hierarchy chart
EOF
Local
Module's return statement
49. Contains all the statements in the module.
50. Occurs when repeating logic cannot end.
Housekeeping tasks
In scope
Local
Infinite loop