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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. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Detail loop tasks
Functional cohesion module
Housekeeping tasks
Mainline logic
2. 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.
Module's return statement
Abstraction
Data type
Assignment operator
3. A named memory location whose value can vary.
Variable
Hierarchy chart
TOE chart
Identifier
4. The documentation within a coded program.
Internal documentation
Else-Clause
Floating point
Decision symbol
5. Hold the action that results when the Boolean expression in the decision is true.
Declaration
Stack
Spaghetti code
Then-Clause of a decision
6. The sequence of steps necessary to solve any problem.
Semantic error
Identifier
Algorithm
Output
7. 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.
Spaghetti code
Housekeeping tasks
Integer
Output
8. The act of containing a task's instructions in a module.
Modularization
Named constant
Mainline logic
Encapsulation
9. Describes variables that are declared within the module that uses them.
Local
Input
Module's body
Decision symbol
10. runs from start to stop and calls other modules.
Main program
Stack
Boolean expression
Annotation symbol
11. Describes the state of data that is visible.
Algorithm
In scope
IPO chart
TOE chart
12. the process of finding and correcting program errors.
End-of-job tasks
In scope
Modules
Debugging
13. A preselected value that stops the execution of a program.
Output symbol
Truth tables
Dummy value
Goto-less programming
14. 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.
Modules
Magic number
Pascal casing
Assignment operator
15. The documentation that is outside a coded program.
Magic number
External documentation
Dummy value
Identifier
16. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
Spaghetti code
Unstructured programs
Functional cohesion module
17. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Output
Sentinel value
Processing symbol
Truth tables
18. The process of paying attention to important properties while ignoring nonessential details.
Alphanumeric values
Output
Internal documentation
Abstraction
19. Can contain alphabetic characters - numbers - and punctuation.
Output
Functional cohesion module
String constant
Alphanumeric values
20. The feature of modular programs that allows individual modules to be used in a variety of applications.
Input symbol
End-of-job tasks
Reusability
Decision symbol
21. A preselected value that stops the execution of a program.
Reliability
Module's body
Sentinel value
Decision symbol
22. Occurs when repeating logic cannot end.
Making decision
Output symbol
Infinite loop
Integer
23. The process of breaking down a program into modules.
Annotation symbol
Truth tables
Else-Clause
Modularization
24. The act of testing a value.
TOE chart
Numeric constant
Named constant
Making decision
25. One that represents only one of two states - usually expressed as true or false.
Annotation symbol
Short-circuit evaluation
Boolean expression
Modules
26. A variable's name.
Goto-less programming
Visible
Identifier
Making declarations or declaring variables
27. 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.
Short-circuit evaluation
Floating point
Sequence structure
Detail loop tasks
28. A program development tool that delineates input - processing and outputs tasks.
Unnamed constant
IPO chart
Module's body
Conditional and Operator
29. The used at each end of a flowchart. Its shape is a lozenge.
IPO chart
Terminal symbol or start /stop symbol
Conversion
In scope
30. A measure of the degree to which all the module statements contribute to the same task.
Sequence structure
Internal documentation
Functional cohesion module
In scope
31. Indicates an input operation and is represented by a parallelogram in flowcharts.
Input symbol
Real numbers
External documentation
Reliability
32. Occurs when a correct word is used in an incorrect context.
Program Development cycle
Semantic error
Assignment statement
Modularization
33. The similar to variable - except that its value cannot change after the first assignment.
Loop
Pascal casing
Detail loop tasks
Named constant
34. 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.
End-of-job tasks
Camel casing
Debugging
Initializing a variable
35. A specific group of characters enclosed within quotation marks.
Encapsulation
TOE chart
Declaration
String constant
36. 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.
Magic number
Data type
Housekeeping tasks
Sequence structure
37. A literal numeric or string value.
Truth tables
Stack
Else-Clause
Unnamed constant
38. Floating-point numbers.
Real numbers
Magic number
Output symbol
Dummy value
39. 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
40. A whole number.
Integer
Terminal symbol or start /stop symbol
Assignment operator
Infinite loop
41. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Input
Named constant
Reliability
Conditional and Operator
42. 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
43. A statement that provides a data type and an identifier for a variable.
IPO chart
Semantic error
Initializing a variable
Declaration
44. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Input
I-value
Integer
TOE chart
45. A specific numeric value.
Reusability
I-value
Numeric constant
Numeric variable
46. An unnamed constant whose purpose is not immediately apparent.
Sentinel value
Magic number
Then-Clause of a decision
Local
47. A program development tool that lists tasks - objects - and events.
Short-circuit evaluation
Named constant
Floating point
TOE chart
48. Consists of all the supporting paperwork for a program.
Alphanumeric values
Sequence structure
Semantic error
Documentation
49. 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.
Annotation symbol
Pascal casing
Module's return statement
Numeric variable
50. A diagram that illustrated modules relationships to each other.
TOE chart
Hierarchy chart
Mainline logic
Stack