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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. The process of breaking down a program into modules.
Named constant
Making declarations or declaring variables
Numeric variable
Modularization
2. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Goto-less programming
TOE chart
Assignment statement
Data type
3. All the text - numbers - and other information processed by computer.
Data items
Reusability
Truth tables
Pascal casing
4. One that represents only one of two states - usually expressed as true or false.
Numeric constant
Boolean expression
Reusability
Module's body
5. The documentation that is outside a coded program.
Variable
Short-circuit evaluation
External documentation
Camel casing
6. Hold the steps you take at the end of the program to finish the application.
Sentinel value
End-of-job tasks
Hierarchy chart
String constant
7. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Program Development cycle
Declaration
Semantic error
Conditional and Operator
8. A measure of the degree to which all the module statements contribute to the same task.
Functional cohesion module
Data items
Else-Clause
Module's body
9. Occurs when a correct word is used in an incorrect context.
Initializing a variable
Input symbol
Semantic error
Infinite loop
10. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Assignment statement
Reliability
Dummy value
Module's body
11. The snarled - unstructured program logic.
Spaghetti code
Truth tables
Dummy value
Short-circuit evaluation
12. The used at each end of a flowchart. Its shape is a lozenge.
Abstraction
Making declarations or declaring variables
Terminal symbol or start /stop symbol
Else-Clause
13. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Real numbers
Input
Data items
Semantic error
14. The act of assigning its first value - often at the same time the variable is created.
Camel casing
Overhead
Annotation symbol
Initializing a variable
15. A program include the steps that are repeated for each set of input data.
Functional cohesion module
Output
Processing symbol
Detail loop tasks
16. A preselected value that stops the execution of a program.
Sentinel value
If-Then - decision structure
Magic number
Real numbers
17. Describes the state of data that is visible.
Real numbers
Assignment statement
In scope
Camel casing
18. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
19. The shaped like a diamond and used to represent decisions in flowcharts.
Data items
Encapsulation
Output symbol
Decision symbol
20. the process of finding and correcting program errors.
Debugging
Data items
I-value
String variable
21. runs from start to stop and calls other modules.
Initializing a variable
Floating point
Main program
Mnemonic
22. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Mnemonic
Conversion
Pascal casing
Algorithm
23. 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.
String variable
Input
Annotation symbol
Identifier
24. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Reusability
Housekeeping tasks
Variable
Documentation
25. End of file.
Algorithm
Program Development cycle
Pascal casing
EOF
26. Describes the extra resources a task requires.
Documentation
Conditional and Operator
Assignment operator
Overhead
27. 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.
Making decision
Initializing a variable
Data type
Spaghetti code
28. A program development tool that delineates input - processing and outputs tasks.
Dummy value
Unnamed constant
Loop
IPO chart
29. A whole number.
Functional cohesion module
Debugging
Assignment statement
Integer
30. The equal sign; it is used to assign a value to variable or constant on its left.
Floating point
Assignment operator
Numeric variable
Processing symbol
31. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Input
Pascal casing
Encapsulation
String variable
32. Describes variables that are declared within the module that uses them.
String constant
Variable
Truth tables
Local
33. Floating-point numbers.
Else-Clause
Numeric variable
Mnemonic
Real numbers
34. Can contain alphabetic characters - numbers - and punctuation.
External documentation
Camel casing
Unnamed constant
Alphanumeric values
35. Indicates and output operation and is represented by a parallelogram in flowcharts.
Assignment operator
Documentation
Processing symbol
Housekeeping tasks
36. 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.
Pascal casing
Semantic error
Numeric constant
Documentation
37. Occurs when repeating logic cannot end.
Variable
Local
Infinite loop
Assignment statement
38. Indicates an input operation and is represented by a parallelogram in flowcharts.
Boolean expression
Named constant
Input symbol
Initializing a variable
39. The memory address identifier to left of an assignment operator.
End-of-job tasks
I-value
Data type
Output
40. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
EOF
TOE chart
Goto-less programming
Modules
41. The act of testing a value.
Conversion
Making decision
Magic number
Algorithm
42. 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.
If-Then - decision structure
Program Development cycle
In scope
Detail loop tasks
43. A repetition of a series of steps.
Conversion
IPO chart
Loop
Boolean expression
44. The process of paying attention to important properties while ignoring nonessential details.
Floating point
Algorithm
Abstraction
Assignment operator
45. A name to describe structured programming - because structured programmers do not use a "go to" statement.
EOF
Goto-less programming
Unnamed constant
Dummy value
46. A preselected value that stops the execution of a program.
Overhead
Truth tables
String variable
Dummy value
47. The sequence of steps necessary to solve any problem.
Algorithm
Module's body
Overhead
Reusability
48. The similar to variable - except that its value cannot change after the first assignment.
Mainline logic
Mnemonic
External documentation
Named constant
49. Action is taken only when the Boolean expression in the decision is true.
Housekeeping tasks
If-Then - decision structure
EOF
Then-Clause of a decision
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.
Processing symbol
Encapsulation
If-Then - decision structure
Sequence structure