SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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 process of paying attention to important properties while ignoring nonessential details.
Abstraction
Loop
If-Then - decision structure
Magic number
2. The act of assigning its first value - often at the same time the variable is created.
Documentation
Reusability
Initializing a variable
Unstructured programs
3. The snarled - unstructured program logic.
Spaghetti code
Main program
Infinite loop
Detail loop tasks
4. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Conditional and Operator
Goto-less programming
Pascal casing
Initializing a variable
5. runs from start to stop and calls other modules.
Magic number
Internal documentation
Main program
Truth tables
6. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Mainline logic
Semantic error
Housekeeping tasks
Reliability
7. A whole number.
Output
Infinite loop
Program Development cycle
Integer
8. 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.
Identifier
Stack
Data type
Numeric constant
9. The documentation within a coded program.
Modules
Internal documentation
Semantic error
Numeric variable
10. A preselected value that stops the execution of a program.
Data type
Sentinel value
String constant
Then-Clause of a decision
11. 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.
IPO chart
Annotation symbol
Goto-less programming
Semantic error
12. The used at each end of a flowchart. Its shape is a lozenge.
Camel casing
Integer
Terminal symbol or start /stop symbol
Data type
13. 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.
Mainline logic
Declaration
Numeric variable
Floating point
14. 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.
Internal documentation
Annotation symbol
Modularization
Camel casing
15. 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
16. A measure of the degree to which all the module statements contribute to the same task.
Initializing a variable
Functional cohesion module
Mnemonic
Camel casing
17. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Decision symbol
Conditional and Operator
Dummy value
External documentation
18. All the text - numbers - and other information processed by computer.
Local
Loop
Sequence structure
Data items
19. 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
Making decision
Abstraction
Sentinel value
20. Can contain alphabetic characters - numbers - and punctuation.
Alphanumeric values
Output symbol
Hierarchy chart
Input
21. Indicates an output operation and is represented by a parallelogram in flowcharts.
Debugging
Internal documentation
In scope
Output symbol
22. Describes variables that are declared within the module that uses them.
Magic number
Local
Identifier
Detail loop tasks
23. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
24. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
Program Development cycle
Camel casing
Spaghetti code
25. Occurs when repeating logic cannot end.
Infinite loop
Detail loop tasks
External documentation
Numeric variable
26. The feature of modular programs that allows individual modules to be used in a variety of applications.
Declaration
Camel casing
Reusability
Conversion
27. End of file.
Then-Clause of a decision
EOF
Conversion
Output symbol
28. A specific group of characters enclosed within quotation marks.
External documentation
EOF
Encapsulation
String constant
29. Consists of all the supporting paperwork for a program.
In scope
Alphanumeric values
Reusability
Documentation
30. Describes the state of data that is visible.
Alphanumeric values
Numeric variable
Encapsulation
In scope
31. Describes the extra resources a task requires.
Named constant
Overhead
Identifier
Modules
32. A preselected value that stops the execution of a program.
Data items
Floating point
Dummy value
Decision symbol
33. 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.
Housekeeping tasks
Numeric constant
Module's body
Sequence structure
34. 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.
I-value
Short-circuit evaluation
Local
EOF
35. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Stack
String constant
Declaration
36. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Unstructured programs
Mnemonic
Functional cohesion module
Numeric constant
37. A specific numeric value.
Real numbers
Magic number
Module's return statement
Numeric constant
38. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Local
Output symbol
I-value
Modules
39. The memory address identifier to left of an assignment operator.
Program Development cycle
I-value
Spaghetti code
Real numbers
40. Occurs when a correct word is used in an incorrect context.
Numeric variable
Module's body
Annotation symbol
Semantic error
41. A statement that provides a data type and an identifier for a variable.
Internal documentation
Declaration
Main program
Assignment statement
42. A variable's name.
Identifier
Data type
Alphanumeric values
IPO chart
43. A diagram that illustrated modules relationships to each other.
Sentinel value
Declaration
Numeric variable
Hierarchy chart
44. the process of finding and correcting program errors.
Else-Clause
Debugging
Floating point
Pascal casing
45. Floating-point numbers.
Making decision
Real numbers
Sentinel value
Encapsulation
46. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Infinite loop
Data type
Assignment statement
Reliability
47. 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
Goto-less programming
End-of-job tasks
Decision symbol
48. Describes the stat of data items when a module can recognize them.
Mnemonic
Data type
Visible
I-value
49. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Modules
Then-Clause of a decision
Unnamed constant
Truth tables
50. The sequence of steps necessary to solve any problem.
Internal documentation
Processing symbol
Output
Algorithm