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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 input operation and is represented by a parallelogram in flowcharts.
Input symbol
Truth tables
Modularization
Assignment statement
2. Contains all the statements in the module.
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3. The shaped like a diamond and used to represent decisions in flowcharts.
Output
Infinite loop
Decision symbol
Camel casing
4. Can contain alphabetic characters - numbers - and punctuation.
Encapsulation
Alphanumeric values
Else-Clause
Decision symbol
5. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Main program
Making declarations or declaring variables
Annotation symbol
6. Describes the stat of data items when a module can recognize them.
Goto-less programming
Visible
Declaration
Boolean expression
7. The feature of modular programs that assures you a module has been tested and proven to function correctly.
If-Then - decision structure
Reliability
Infinite loop
Internal documentation
8. 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
In scope
Real numbers
Decision symbol
9. A specific group of characters enclosed within quotation marks.
String constant
Alphanumeric values
TOE chart
Mainline logic
10. 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.
Magic number
Short-circuit evaluation
I-value
Conditional and Operator
11. The used at each end of a flowchart. Its shape is a lozenge.
Initializing a variable
Housekeeping tasks
Variable
Terminal symbol or start /stop symbol
12. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
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13. The memory address identifier to left of an assignment operator.
Main program
Processing symbol
I-value
String variable
14. An unnamed constant whose purpose is not immediately apparent.
Unnamed constant
Truth tables
Magic number
Input symbol
15. A variable's name.
Identifier
Algorithm
Named constant
Detail loop tasks
16. A preselected value that stops the execution of a program.
Assignment operator
Infinite loop
IPO chart
Sentinel value
17. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Then-Clause of a decision
Input symbol
Integer
Else-Clause
18. Describes the process of naming variables and assigning data type to them.
Then-Clause of a decision
End-of-job tasks
Visible
Making declarations or declaring variables
19. Consists of all the supporting paperwork for a program.
Documentation
Encapsulation
If-Then - decision structure
IPO chart
20. A preselected value that stops the execution of a program.
If-Then - decision structure
Dummy value
Numeric variable
Input
21. A repetition of a series of steps.
Assignment statement
Pascal casing
Overhead
Loop
22. A diagram that illustrated modules relationships to each other.
Data type
Input
Hierarchy chart
Semantic error
23. End of file.
Mnemonic
Identifier
Program Development cycle
EOF
24. The act of testing a value.
EOF
String constant
Algorithm
Making decision
25. The documentation that is outside a coded program.
External documentation
Named constant
Program Development cycle
Assignment operator
26. The sequence of steps necessary to solve any problem.
Numeric variable
Algorithm
TOE chart
Alphanumeric values
27. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
Integer
Floating point
Modularization
Housekeeping tasks
28. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Reliability
Goto-less programming
Data items
29. Indicates and output operation and is represented by a parallelogram in flowcharts.
End-of-job tasks
Magic number
Floating point
Processing symbol
30. The process of breaking down a program into modules.
Conditional and Operator
Documentation
Alphanumeric values
Modularization
31. runs from start to stop and calls other modules.
Main program
Stack
Spaghetti code
Local
32. Describes the state of data that is visible.
In scope
Loop
Unnamed constant
Mainline logic
33. Programs that do not follow the rules of structured logic.
Overhead
Unstructured programs
Documentation
Input
34. A program development tool that lists tasks - objects - and events.
TOE chart
Loop
Goto-less programming
String variable
35. All the text - numbers - and other information processed by computer.
Unstructured programs
String constant
Data items
Housekeeping tasks
36. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Goto-less programming
Making declarations or declaring variables
String constant
Input symbol
37. A whole number.
Variable
Initializing a variable
Integer
Making declarations or declaring variables
38. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Loop
Conditional and Operator
Abstraction
Hierarchy chart
39. 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.
Truth tables
Numeric variable
Named constant
Mainline logic
40. The act of assigning its first value - often at the same time the variable is created.
Semantic error
Initializing a variable
Data items
String constant
41. Describes the extra resources a task requires.
In scope
Reusability
Modules
Overhead
42. The snarled - unstructured program logic.
If-Then - decision structure
Short-circuit evaluation
Spaghetti code
Numeric constant
43. The entire set of actions an organization must take to switch to using a new program or set of programs.
Sentinel value
Module's body
Then-Clause of a decision
Conversion
44. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
Reliability
Input
Dummy value
IPO chart
45. 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.
Output
Sequence structure
Internal documentation
Boolean expression
46. 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
Sentinel value
Decision symbol
Making declarations or declaring variables
47. the process of finding and correcting program errors.
Truth tables
Short-circuit evaluation
Debugging
Magic number
48. A specific numeric value.
Numeric constant
Abstraction
Assignment statement
Decision symbol
49. One that represents only one of two states - usually expressed as true or false.
In scope
Boolean expression
Reusability
Real numbers
50. 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.
Abstraction
Output
EOF
String variable