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