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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. Floating-point numbers.
Real numbers
String constant
I-value
IPO chart
2. A statement that provides a data type and an identifier for a variable.
Abstraction
Module's body
Truth tables
Declaration
3. The feature of modular programs that allows individual modules to be used in a variety of applications.
Reusability
Camel casing
Declaration
Making declarations or declaring variables
4. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Local
Reliability
Spaghetti code
External documentation
5. Describes variables that are declared within the module that uses them.
Local
Floating point
Making decision
Camel casing
6. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
External documentation
Real numbers
I-value
7. A whole number.
Making decision
Integer
Data type
Infinite loop
8. The act of assigning its first value - often at the same time the variable is created.
Initializing a variable
Variable
Unstructured programs
Data type
9. Hold the action that results when the Boolean expression in the decision is true.
Housekeeping tasks
Pascal casing
Then-Clause of a decision
Documentation
10. Action is taken only when the Boolean expression in the decision is true.
Algorithm
Numeric constant
Unstructured programs
If-Then - decision structure
11. runs from start to stop and calls other modules.
Hierarchy chart
Main program
Terminal symbol or start /stop symbol
Annotation symbol
12. The act of containing a task's instructions in a module.
If-Then - decision structure
Functional cohesion module
Declaration
Encapsulation
13. A program development tool that delineates input - processing and outputs tasks.
Debugging
IPO chart
Else-Clause
Processing symbol
14. Describes the extra resources a task requires.
Infinite loop
Reusability
Overhead
Input
15. The memory address identifier to left of an assignment operator.
Making decision
I-value
Real numbers
Sequence structure
16. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Data items
Assignment operator
Else-Clause
Debugging
17. The equal sign; it is used to assign a value to variable or constant on its left.
Sequence structure
Documentation
Assignment operator
Modularization
18. 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
Output
Sequence structure
Truth tables
19. A diagram that illustrated modules relationships to each other.
String constant
Hierarchy chart
Declaration
Dummy value
20. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
21. The used at each end of a flowchart. Its shape is a lozenge.
Terminal symbol or start /stop symbol
Dummy value
Then-Clause of a decision
IPO chart
22. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Algorithm
Modules
Terminal symbol or start /stop symbol
Reliability
23. Number is a number with decimal places.
Floating point
Housekeeping tasks
Dummy value
External documentation
24. Indicates an input operation and is represented by a parallelogram in flowcharts.
IPO chart
Input symbol
Detail loop tasks
Documentation
25. Occurs when a correct word is used in an incorrect context.
Mainline logic
Then-Clause of a decision
Semantic error
Modules
26. A named memory location whose value can vary.
Variable
Encapsulation
Module's body
Debugging
27. Describes the stat of data items when a module can recognize them.
Else-Clause
I-value
End-of-job tasks
Visible
28. 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.
Else-Clause
Numeric variable
Internal documentation
Algorithm
29. Includes the module identifier and possibly other necessary identifying information.
Mainline logic
Input symbol
Reusability
Visible
30. A specific group of characters enclosed within quotation marks.
String constant
Initializing a variable
Reusability
Conditional and Operator
31. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Assignment statement
TOE chart
Else-Clause
Goto-less programming
32. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Terminal symbol or start /stop symbol
Modularization
Truth tables
String variable
33. 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.
Conditional and Operator
Main program
Module's body
Pascal casing
34. A literal numeric or string value.
String constant
Unnamed constant
Decision symbol
Variable
35. Hold the steps you take at the end of the program to finish the application.
Input symbol
Sentinel value
Declaration
End-of-job tasks
36. Indicates an output operation and is represented by a parallelogram in flowcharts.
Output symbol
Variable
Decision symbol
Algorithm
37. One that represents only one of two states - usually expressed as true or false.
Boolean expression
Spaghetti code
Making declarations or declaring variables
Truth tables
38. The documentation that is outside a coded program.
External documentation
Module's body
Documentation
Annotation symbol
39. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Declaration
Truth tables
Program Development cycle
Conversion
40. Programs that do not follow the rules of structured logic.
Output
Truth tables
Unstructured programs
Variable
41. A specific numeric value.
Input
Numeric constant
Sentinel value
String variable
42. A variable's name.
Visible
End-of-job tasks
Identifier
Detail loop tasks
43. The shaped like a diamond and used to represent decisions in flowcharts.
Decision symbol
Variable
Module's body
Modules
44. the process of finding and correcting program errors.
Data type
Integer
Documentation
Debugging
45. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Declaration
Numeric variable
Conditional and Operator
Input
46. Describes the process of naming variables and assigning data type to them.
End-of-job tasks
Dummy value
If-Then - decision structure
Making declarations or declaring variables
47. An unnamed constant whose purpose is not immediately apparent.
Hierarchy chart
Unstructured programs
Identifier
Magic number
48. The entire set of actions an organization must take to switch to using a new program or set of programs.
Camel casing
Conditional and Operator
Truth tables
Conversion
49. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Loop
Making declarations or declaring variables
IPO chart
Mnemonic
50. 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.
Terminal symbol or start /stop symbol
Data type
Alphanumeric values
Output symbol