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