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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 statement that provides a data type and an identifier for a variable.
Goto-less programming
Declaration
Detail loop tasks
Assignment operator
2. Hold the action that results when the Boolean expression in the decision is true.
Real numbers
Identifier
Then-Clause of a decision
Infinite loop
3. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Overhead
Mainline logic
I-value
4. 1) understand the problem. 2) Plan the logic. 3) Code the program. 4)Use software to translate the program into machine language. 5) Test the program. 6) Put the program into production. 7) Maintain the program.
Numeric constant
Short-circuit evaluation
Module's return statement
Program Development cycle
5. 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.
String constant
Local
Annotation symbol
Data type
6. The equal sign; it is used to assign a value to variable or constant on its left.
Numeric variable
Assignment operator
Camel casing
Module's return statement
7. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Program Development cycle
Mnemonic
Overhead
Named constant
8. Describes the state of data that is visible.
In scope
Documentation
Camel casing
Making declarations or declaring variables
9. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Assignment statement
Magic number
String variable
Module's return statement
10. 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
11. End of file.
String variable
EOF
Truth tables
Integer
12. The documentation within a coded program.
Magic number
Internal documentation
Pascal casing
I-value
13. Indicates an input operation and is represented by a parallelogram in flowcharts.
TOE chart
String constant
Annotation symbol
Input symbol
14. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Program Development cycle
Functional cohesion module
EOF
15. A measure of the degree to which all the module statements contribute to the same task.
String constant
Variable
Functional cohesion module
Hierarchy chart
16. Programs that do not follow the rules of structured logic.
Input symbol
Unstructured programs
Numeric constant
In scope
17. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Floating point
Initializing a variable
Loop
Stack
18. 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.
Visible
Else-Clause
Numeric variable
Processing symbol
19. A program include the steps that are repeated for each set of input data.
Annotation symbol
Detail loop tasks
Floating point
Functional cohesion module
20. The similar to variable - except that its value cannot change after the first assignment.
Internal documentation
Unnamed constant
Named constant
Abstraction
21. A repetition of a series of steps.
Algorithm
Sentinel value
Conditional and Operator
Loop
22. A preselected value that stops the execution of a program.
Sentinel value
Truth tables
Local
Making declarations or declaring variables
23. 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.
Unstructured programs
Variable
Module's return statement
Output
24. Describes the extra resources a task requires.
Pascal casing
Overhead
Decision symbol
Initializing a variable
25. Indicates and output operation and is represented by a parallelogram in flowcharts.
Processing symbol
Making decision
Modularization
Variable
26. The memory address identifier to left of an assignment operator.
Hierarchy chart
Integer
Variable
I-value
27. The feature of modular programs that allows individual modules to be used in a variety of applications.
Local
Hierarchy chart
Initializing a variable
Reusability
28. A diagram that illustrated modules relationships to each other.
Loop
Module's return statement
Program Development cycle
Hierarchy chart
29. Describes the stat of data items when a module can recognize them.
Spaghetti code
Variable
Visible
IPO chart
30. A whole number.
IPO chart
EOF
Integer
Decision symbol
31. Describes variables that are declared within the module that uses them.
Program Development cycle
Local
Real numbers
Integer
32. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Making declarations or declaring variables
Modules
Stack
External documentation
33. Describes the process of naming variables and assigning data type to them.
I-value
Documentation
Then-Clause of a decision
Making declarations or declaring variables
34. A preselected value that stops the execution of a program.
Initializing a variable
Dummy value
Pascal casing
Output
35. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Short-circuit evaluation
Input
Real numbers
Sentinel value
36. the process of finding and correcting program errors.
Annotation symbol
Debugging
Identifier
Named constant
37. 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.
Loop
Detail loop tasks
Dummy value
Camel casing
38. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Camel casing
Conditional and Operator
Boolean expression
Alphanumeric values
39. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Housekeeping tasks
Variable
Overhead
Processing symbol
40. Occurs when repeating logic cannot end.
Infinite loop
Algorithm
Stack
Reliability
41. All the text - numbers - and other information processed by computer.
Variable
Detail loop tasks
Data items
Unstructured programs
42. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Output
Else-Clause
If-Then - decision structure
43. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Numeric constant
Input symbol
Making declarations or declaring variables
Goto-less programming
44. The act of testing a value.
Functional cohesion module
Goto-less programming
Making decision
Sequence structure
45. runs from start to stop and calls other modules.
Main program
Local
Boolean expression
Named constant
46. A named memory location whose value can vary.
Program Development cycle
Variable
Reusability
IPO chart
47. Consists of all the supporting paperwork for a program.
Documentation
Encapsulation
Identifier
Truth tables
48. The used at each end of a flowchart. Its shape is a lozenge.
Input symbol
Main program
Sentinel value
Terminal symbol or start /stop symbol
49. Can contain alphabetic characters - numbers - and punctuation.
Assignment operator
Magic number
Alphanumeric values
Mainline logic
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.
Reliability
Pascal casing
Main program
Sequence structure