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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 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.
Mainline logic
Local
Pascal casing
Named constant
2. The sequence of steps necessary to solve any problem.
Then-Clause of a decision
Algorithm
String constant
Stack
3. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Identifier
Reliability
Loop
Else-Clause
4. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Reliability
String variable
Local
External documentation
5. Hold the steps you take at the end of the program to finish the application.
End-of-job tasks
Stack
Assignment statement
Numeric variable
6. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Unstructured programs
Initializing a variable
Algorithm
7. The similar to variable - except that its value cannot change after the first assignment.
Named constant
Spaghetti code
Decision symbol
Making decision
8. Describes the stat of data items when a module can recognize them.
Output symbol
Visible
In scope
Processing symbol
9. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Local
Input
Terminal symbol or start /stop symbol
External documentation
10. Occurs when a correct word is used in an incorrect context.
Processing symbol
External documentation
Spaghetti code
Semantic error
11. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Input symbol
String constant
Boolean expression
12. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
End-of-job tasks
Local
Stack
Modules
13. Describes the extra resources a task requires.
Internal documentation
Overhead
Program Development cycle
Assignment operator
14. A program development tool that delineates input - processing and outputs tasks.
IPO chart
Declaration
Program Development cycle
End-of-job tasks
15. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Detail loop tasks
Spaghetti code
Mnemonic
Local
16. 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.
Encapsulation
Sequence structure
Pascal casing
In scope
17. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Data type
Conversion
Else-Clause
Decision symbol
18. A variable's name.
If-Then - decision structure
Identifier
Main program
Unstructured programs
19. Describes variables that are declared within the module that uses them.
I-value
Integer
Truth tables
Local
20. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Magic number
Functional cohesion module
Truth tables
Conditional and Operator
21. All the text - numbers - and other information processed by computer.
Output symbol
Data items
Else-Clause
TOE chart
22. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Stack
Identifier
Integer
23. runs from start to stop and calls other modules.
String constant
Internal documentation
Main program
Assignment statement
24. An unnamed constant whose purpose is not immediately apparent.
Modules
Magic number
Unstructured programs
Housekeeping tasks
25. The process of breaking down a program into modules.
Real numbers
Modularization
Numeric constant
Floating point
26. Consists of all the supporting paperwork for a program.
Conditional and Operator
Documentation
Real numbers
Boolean expression
27. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Semantic error
Identifier
Stack
Terminal symbol or start /stop symbol
28. A literal numeric or string value.
Main program
End-of-job tasks
Unnamed constant
Processing symbol
29. The act of containing a task's instructions in a module.
Data type
Assignment operator
Sequence structure
Encapsulation
30. A repetition of a series of steps.
Housekeeping tasks
Assignment operator
Loop
Conversion
31. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Sentinel value
Overhead
Initializing a variable
32. The act of testing a value.
Annotation symbol
Data type
Making decision
Abstraction
33. 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.
Decision symbol
Local
Unstructured programs
Annotation symbol
34. A diagram that illustrated modules relationships to each other.
Program Development cycle
I-value
Hierarchy chart
Output
35. The used at each end of a flowchart. Its shape is a lozenge.
Internal documentation
Terminal symbol or start /stop symbol
Then-Clause of a decision
Housekeeping tasks
36. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Loop
Output
Input symbol
37. 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.
Infinite loop
Loop
External documentation
Data type
38. Action is taken only when the Boolean expression in the decision is true.
Dummy value
If-Then - decision structure
Assignment operator
Processing symbol
39. the process of finding and correcting program errors.
Infinite loop
Debugging
Sequence structure
Numeric constant
40. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Infinite loop
IPO chart
External documentation
Goto-less programming
41. Programs that do not follow the rules of structured logic.
Unnamed constant
Detail loop tasks
Camel casing
Unstructured programs
42. Describes the process of naming variables and assigning data type to them.
Detail loop tasks
Mnemonic
Data items
Making declarations or declaring variables
43. Occurs when repeating logic cannot end.
Infinite loop
Output
Output symbol
Local
44. 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.
Then-Clause of a decision
Boolean expression
Camel casing
Data type
45. 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.
Conditional and Operator
Conversion
Making decision
Numeric variable
46. A specific numeric value.
Module's return statement
Named constant
Numeric constant
Dummy value
47. 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
48. End of file.
Initializing a variable
EOF
Short-circuit evaluation
End-of-job tasks
49. A statement that provides a data type and an identifier for a variable.
Declaration
Main program
Numeric variable
Pascal casing
50. A specific group of characters enclosed within quotation marks.
Modules
IPO chart
String constant
Debugging