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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. Describes variables that are declared within the module that uses them.
Local
Debugging
Input
Terminal symbol or start /stop symbol
2. Consists of all the supporting paperwork for a program.
Output
Dummy value
Detail loop tasks
Documentation
3. Occurs when repeating logic cannot end.
Infinite loop
External documentation
Pascal casing
Annotation symbol
4. Describes the state of data that is visible.
String constant
In scope
Spaghetti code
Overhead
5. runs from start to stop and calls other modules.
Data items
Main program
Hierarchy chart
Alphanumeric values
6. Includes the module identifier and possibly other necessary identifying information.
String variable
Semantic error
Mainline logic
If-Then - decision structure
7. Describes the stat of data items when a module can recognize them.
Visible
TOE chart
Boolean expression
Decision symbol
8. A specific numeric value.
Assignment operator
String variable
Numeric constant
Conversion
9. A measure of the degree to which all the module statements contribute to the same task.
Declaration
Variable
Functional cohesion module
Numeric constant
10. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Local
Truth tables
Reusability
Unnamed constant
11. 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
12. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
In scope
Boolean expression
Camel casing
13. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Spaghetti code
String variable
Else-Clause
Infinite loop
14. A preselected value that stops the execution of a program.
In scope
Infinite loop
Sentinel value
Unstructured programs
15. The documentation that is outside a coded program.
External documentation
Initializing a variable
Numeric variable
Loop
16. The sequence of steps necessary to solve any problem.
Algorithm
Data items
Numeric constant
Reliability
17. A diagram that illustrated modules relationships to each other.
Loop
Magic number
Hierarchy chart
Housekeeping tasks
18. The snarled - unstructured program logic.
IPO chart
Spaghetti code
Conditional and Operator
String variable
19. 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
If-Then - decision structure
Variable
Data type
20. Action is taken only when the Boolean expression in the decision is true.
If-Then - decision structure
End-of-job tasks
Processing symbol
Data items
21. Hold the action that results when the Boolean expression in the decision is true.
Goto-less programming
String variable
Then-Clause of a decision
Floating point
22. The process of breaking down a program into modules.
Assignment statement
Module's return statement
Sequence structure
Modularization
23. The equal sign; it is used to assign a value to variable or constant on its left.
Module's body
Assignment operator
Unstructured programs
Real numbers
24. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
In scope
Making decision
Mnemonic
Assignment operator
25. 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.
Identifier
Variable
Numeric variable
Data type
26. Occurs when a correct word is used in an incorrect context.
Modularization
Semantic error
Mnemonic
Housekeeping tasks
27. A program development tool that lists tasks - objects - and events.
Making decision
Sequence structure
Annotation symbol
TOE chart
28. An unnamed constant whose purpose is not immediately apparent.
Variable
Magic number
Annotation symbol
Pascal casing
29. 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.
Input
Infinite loop
Output
Abstraction
30. Programs that do not follow the rules of structured logic.
Input
Mnemonic
Abstraction
Unstructured programs
31. 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
32. A repetition of a series of steps.
Data items
Alphanumeric values
Loop
I-value
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.
In scope
Terminal symbol or start /stop symbol
Module's body
Sequence structure
34. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Stack
Detail loop tasks
Sentinel value
IPO chart
35. The entire set of actions an organization must take to switch to using a new program or set of programs.
Functional cohesion module
Conversion
Semantic error
Local
36. A program include the steps that are repeated for each set of input data.
Data type
Hierarchy chart
Detail loop tasks
I-value
37. the process of finding and correcting program errors.
End-of-job tasks
Integer
Debugging
Local
38. The process of paying attention to important properties while ignoring nonessential details.
Modularization
Documentation
Abstraction
Visible
39. 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.
Output
Making decision
Annotation symbol
IPO chart
40. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Variable
Input
Else-Clause
Program Development cycle
41. Can contain alphabetic characters - numbers - and punctuation.
Numeric variable
String constant
Module's body
Alphanumeric values
42. Floating-point numbers.
Detail loop tasks
Output symbol
Real numbers
Named constant
43. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Camel casing
Declaration
Input
Modules
44. A named memory location whose value can vary.
Reusability
Variable
Visible
Stack
45. Indicates and output operation and is represented by a parallelogram in flowcharts.
Identifier
Processing symbol
Input symbol
Assignment statement
46. One that represents only one of two states - usually expressed as true or false.
Making declarations or declaring variables
Floating point
Annotation symbol
Boolean expression
47. 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.
Mnemonic
Making decision
Short-circuit evaluation
Numeric constant
48. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Unnamed constant
Input
Initializing a variable
49. Indicates an output operation and is represented by a parallelogram in flowcharts.
Reliability
Initializing a variable
In scope
Output symbol
50. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Modularization
Detail loop tasks
Magic number
Reliability