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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 diagram that illustrated modules relationships to each other.
Assignment operator
Assignment statement
Hierarchy chart
I-value
2. Consists of all the supporting paperwork for a program.
Initializing a variable
Input
Documentation
Unstructured programs
3. A repetition of a series of steps.
Loop
I-value
Magic number
Making declarations or declaring variables
4. Describes the extra resources a task requires.
Alphanumeric values
Algorithm
String constant
Overhead
5. The used at each end of a flowchart. Its shape is a lozenge.
Unnamed constant
Local
Data items
Terminal symbol or start /stop symbol
6. 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.
Else-Clause
Sequence structure
Making declarations or declaring variables
Conversion
7. A literal numeric or string value.
Spaghetti code
Assignment statement
Then-Clause of a decision
Unnamed constant
8. A variable's name.
Making declarations or declaring variables
Data type
Integer
Identifier
9. Indicates an output operation and is represented by a parallelogram in flowcharts.
Integer
Data type
Output symbol
Program Development cycle
10. A program development tool that delineates input - processing and outputs tasks.
Declaration
IPO chart
Output symbol
Decision symbol
11. Can contain alphabetic characters - numbers - and punctuation.
Unstructured programs
Alphanumeric values
Data items
Boolean expression
12. Number is a number with decimal places.
Input symbol
Floating point
Conversion
Debugging
13. The feature of modular programs that allows individual modules to be used in a variety of applications.
Goto-less programming
Reusability
Output
Numeric variable
14. Describes variables that are declared within the module that uses them.
Local
Floating point
Processing symbol
Reusability
15. The equal sign; it is used to assign a value to variable or constant on its left.
Program Development cycle
Algorithm
Modules
Assignment operator
16. 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.
Debugging
TOE chart
Spaghetti code
Short-circuit evaluation
17. 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.
Annotation symbol
Program Development cycle
Loop
Unstructured programs
18. A whole number.
Reusability
Integer
String constant
Overhead
19. Hold the steps you take at the end of the program to finish the application.
I-value
Terminal symbol or start /stop symbol
End-of-job tasks
Documentation
20. A program development tool that lists tasks - objects - and events.
TOE chart
Assignment operator
Processing symbol
Stack
21. Indicates an input operation and is represented by a parallelogram in flowcharts.
Loop
Truth tables
External documentation
Input symbol
22. The snarled - unstructured program logic.
Modularization
Sequence structure
Visible
Spaghetti code
23. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Abstraction
Output
Goto-less programming
Documentation
24. 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.
Unstructured programs
Terminal symbol or start /stop symbol
Numeric variable
Assignment statement
25. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
Hierarchy chart
Module's body
Alphanumeric values
26. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Spaghetti code
Initializing a variable
Floating point
Mnemonic
27. 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
28. A statement that provides a data type and an identifier for a variable.
Processing symbol
Declaration
Annotation symbol
Spaghetti code
29. One that represents only one of two states - usually expressed as true or false.
Boolean expression
Abstraction
Stack
Else-Clause
30. The documentation within a coded program.
Module's body
Making decision
Internal documentation
Sentinel value
31. 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
32. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Detail loop tasks
In scope
Making decision
Else-Clause
33. The shaped like a diamond and used to represent decisions in flowcharts.
Visible
If-Then - decision structure
Decision symbol
Data items
34. All the text - numbers - and other information processed by computer.
Module's return statement
Dummy value
Data items
Program Development cycle
35. The act of testing a value.
Making decision
Assignment statement
Initializing a variable
Sentinel value
36. The memory address identifier to left of an assignment operator.
Then-Clause of a decision
Integer
I-value
Output
37. Hold the action that results when the Boolean expression in the decision is true.
Then-Clause of a decision
Conversion
IPO chart
Numeric variable
38. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Infinite loop
Housekeeping tasks
Input symbol
Decision symbol
39. 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.
Data type
Goto-less programming
Housekeeping tasks
Real numbers
40. Describes the state of data that is visible.
Main program
Abstraction
Module's return statement
In scope
41. The sequence of steps necessary to solve any problem.
Algorithm
Reusability
Real numbers
Data type
42. Occurs when a correct word is used in an incorrect context.
Alphanumeric values
Output
Sequence structure
Semantic error
43. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Pascal casing
Conditional and Operator
Assignment statement
Boolean expression
44. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Semantic error
Annotation symbol
Truth tables
String variable
45. Can hold text that includes letters - digits - and special characters such as punctuation marks.
IPO chart
Module's return statement
String variable
Program Development cycle
46. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Integer
Assignment statement
Input
Reusability
47. 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.
Local
Making declarations or declaring variables
Output
Assignment operator
48. End of file.
EOF
Module's body
Alphanumeric values
Documentation
49. 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.
Then-Clause of a decision
Program Development cycle
Data type
Making decision
50. The act of containing a task's instructions in a module.
Assignment operator
Terminal symbol or start /stop symbol
Alphanumeric values
Encapsulation
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