SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
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. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Data items
Mnemonic
Loop
Local
2. Can contain alphabetic characters - numbers - and punctuation.
Conditional and Operator
String constant
Alphanumeric values
Processing symbol
3. Consists of all the supporting paperwork for a program.
Hierarchy chart
Declaration
Floating point
Documentation
4. runs from start to stop and calls other modules.
Main program
Hierarchy chart
Magic number
Visible
5. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
6. The similar to variable - except that its value cannot change after the first assignment.
In scope
Named constant
End-of-job tasks
Else-Clause
7. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Detail loop tasks
String variable
Housekeeping tasks
Identifier
8. End of file.
Decision symbol
Semantic error
EOF
Mnemonic
9. Programs that do not follow the rules of structured logic.
Dummy value
Detail loop tasks
Making declarations or declaring variables
Unstructured programs
10. 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.
EOF
Making decision
Program Development cycle
Input symbol
11. One that represents only one of two states - usually expressed as true or false.
Then-Clause of a decision
Boolean expression
Input symbol
Dummy value
12. The memory address identifier to left of an assignment operator.
Numeric variable
I-value
Modularization
Spaghetti code
13. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String variable
TOE chart
Output symbol
I-value
14. A diagram that illustrated modules relationships to each other.
Initializing a variable
Hierarchy chart
Mnemonic
Decision symbol
15. A repetition of a series of steps.
Abstraction
Stack
Integer
Loop
16. The act of testing a value.
Real numbers
External documentation
Algorithm
Making decision
17. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Short-circuit evaluation
Mainline logic
Conditional and Operator
Camel casing
18. 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.
Program Development cycle
Pascal casing
String constant
I-value
19. Indicates an output operation and is represented by a parallelogram in flowcharts.
Alphanumeric values
Modules
Unnamed constant
Output symbol
20. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Module's return statement
Short-circuit evaluation
Else-Clause
Mnemonic
21. Number is a number with decimal places.
Else-Clause
Processing symbol
End-of-job tasks
Floating point
22. A program development tool that lists tasks - objects - and events.
Modularization
TOE chart
Overhead
Abstraction
23. the process of finding and correcting program errors.
Numeric variable
Making declarations or declaring variables
Real numbers
Debugging
24. Indicates an input operation and is represented by a parallelogram in flowcharts.
Then-Clause of a decision
Numeric variable
Initializing a variable
Input symbol
25. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Making declarations or declaring variables
Sentinel value
Identifier
26. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Overhead
Hierarchy chart
Declaration
Goto-less programming
27. Hold the action that results when the Boolean expression in the decision is true.
Spaghetti code
Then-Clause of a decision
Mainline logic
Stack
28. A program include the steps that are repeated for each set of input data.
Module's body
Documentation
Detail loop tasks
Output symbol
29. The used at each end of a flowchart. Its shape is a lozenge.
Truth tables
Terminal symbol or start /stop symbol
Data items
I-value
30. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Variable
Truth tables
Short-circuit evaluation
Modules
31. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Infinite loop
Input
I-value
Assignment statement
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.
Declaration
Infinite loop
Annotation symbol
Integer
33. A literal numeric or string value.
Unnamed constant
I-value
Real numbers
Module's body
34. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Output symbol
Stack
Infinite loop
External documentation
35. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
Algorithm
Data type
Identifier
36. Describes the state of data that is visible.
Terminal symbol or start /stop symbol
Output symbol
Identifier
In scope
37. A preselected value that stops the execution of a program.
Numeric constant
Dummy value
Sequence structure
Semantic error
38. The equal sign; it is used to assign a value to variable or constant on its left.
Stack
Data items
In scope
Assignment operator
39. The act of containing a task's instructions in a module.
Named constant
Encapsulation
Main program
Local
40. A named memory location whose value can vary.
Variable
Mainline logic
Short-circuit evaluation
Else-Clause
41. Describes the extra resources a task requires.
External documentation
In scope
Overhead
Floating point
42. The process of breaking down a program into modules.
Modularization
Else-Clause
Input
Encapsulation
43. 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.
Sentinel value
String constant
Sequence structure
Goto-less programming
44. 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.
Unnamed constant
Camel casing
Output
Goto-less programming
45. Action is taken only when the Boolean expression in the decision is true.
Else-Clause
Reusability
If-Then - decision structure
Program Development cycle
46. Describes the process of naming variables and assigning data type to them.
Numeric variable
Terminal symbol or start /stop symbol
Making declarations or declaring variables
Short-circuit evaluation
47. Floating-point numbers.
EOF
Terminal symbol or start /stop symbol
Boolean expression
Real numbers
48. A variable's name.
Magic number
Integer
Identifier
Truth tables
49. The feature of modular programs that allows individual modules to be used in a variety of applications.
Processing symbol
Spaghetti code
Local
Reusability
50. A measure of the degree to which all the module statements contribute to the same task.
Mainline logic
Functional cohesion module
Local
Reusability