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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. A whole number.
Numeric variable
Integer
Input
Detail loop tasks
2. A memory device; variable identifiers act as mnemonics for hard to remember memory addresses.
Encapsulation
Named constant
Mnemonic
Mainline logic
3. One that represents only one of two states - usually expressed as true or false.
Decision symbol
Else-Clause
Boolean expression
Floating point
4. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
Mnemonic
Modules
Identifier
External documentation
5. 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.
EOF
Infinite loop
Processing symbol
Data type
6. End of file.
Input
EOF
Short-circuit evaluation
Sentinel value
7. The act of testing a value.
Making decision
Floating point
Conversion
Modules
8. 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
Infinite loop
Numeric constant
I-value
9. A program development tool that lists tasks - objects - and events.
Camel casing
Modularization
TOE chart
Pascal casing
10. Occurs when repeating logic cannot end.
Reusability
Infinite loop
Real numbers
Numeric constant
11. A preselected value that stops the execution of a program.
Sentinel value
Encapsulation
Debugging
Reliability
12. An unnamed constant whose purpose is not immediately apparent.
Encapsulation
Spaghetti code
Magic number
TOE chart
13. Indicates and output operation and is represented by a parallelogram in flowcharts.
Conversion
Processing symbol
I-value
Data items
14. A specific group of characters enclosed within quotation marks.
String constant
Output symbol
Visible
Modules
15. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
16. A decision holds the action or actions that execute only when the Boolean expression in the decision us false.
Unstructured programs
Module's return statement
Else-Clause
Unnamed constant
17. Can hold text that includes letters - digits - and special characters such as punctuation marks.
Encapsulation
Named constant
String variable
Debugging
18. The act of containing a task's instructions in a module.
Modularization
Identifier
Numeric constant
Encapsulation
19. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Truth tables
Making decision
Then-Clause of a decision
String variable
20. 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.
Magic number
Camel casing
Detail loop tasks
Initializing a variable
21. 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
Algorithm
Processing symbol
Floating point
22. The snarled - unstructured program logic.
Goto-less programming
Spaghetti code
Semantic error
TOE chart
23. The act of assigning its first value - often at the same time the variable is created.
Reliability
IPO chart
Documentation
Initializing a variable
24. Describes the state of data that is visible.
Semantic error
In scope
Mainline logic
Variable
25. A diagram that illustrated modules relationships to each other.
Unstructured programs
Hierarchy chart
EOF
Camel casing
26. The documentation that is outside a coded program.
Assignment statement
Floating point
Local
External documentation
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
Input
Algorithm
Reusability
28. A named memory location whose value can vary.
Variable
Named constant
Input
Input symbol
29. The similar to variable - except that its value cannot change after the first assignment.
Module's return statement
Named constant
Semantic error
Assignment statement
30. 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.
Truth tables
String constant
Unnamed constant
Sequence structure
31. All the text - numbers - and other information processed by computer.
Goto-less programming
Reusability
Unnamed constant
Data items
32. Hold the steps you take at the end of the program to finish the application.
Dummy value
Real numbers
End-of-job tasks
Decision symbol
33. Number is a number with decimal places.
Encapsulation
Floating point
Boolean expression
In scope
34. The memory address identifier to left of an assignment operator.
Housekeeping tasks
Module's return statement
Conversion
I-value
35. The sequence of steps necessary to solve any problem.
Algorithm
Mainline logic
Assignment statement
Initializing a variable
36. A memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.
Terminal symbol or start /stop symbol
Stack
Integer
EOF
37. The documentation within a coded program.
Goto-less programming
Then-Clause of a decision
Annotation symbol
Internal documentation
38. Hold the action that results when the Boolean expression in the decision is true.
Unstructured programs
Annotation symbol
End-of-job tasks
Then-Clause of a decision
39. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
String constant
Terminal symbol or start /stop symbol
Pascal casing
40. The feature of modular programs that allows individual modules to be used in a variety of applications.
Unnamed constant
Terminal symbol or start /stop symbol
Infinite loop
Reusability
41. A program include the steps that are repeated for each set of input data.
Visible
Magic number
Loop
Detail loop tasks
42. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Reusability
Conditional and Operator
Stack
String variable
43. 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.
Sequence structure
Reliability
Truth tables
Numeric variable
44. A variable's name.
Assignment statement
Identifier
Floating point
Variable
45. A measure of the degree to which all the module statements contribute to the same task.
Module's body
EOF
Sentinel value
Functional cohesion module
46. Can contain alphabetic characters - numbers - and punctuation.
In scope
I-value
Short-circuit evaluation
Alphanumeric values
47. Describes the stat of data items when a module can recognize them.
Output symbol
Unnamed constant
Declaration
Visible
48. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Hierarchy chart
Semantic error
IPO chart
49. Programs that do not follow the rules of structured logic.
Truth tables
Conversion
Program Development cycle
Unstructured programs
50. Occurs when a correct word is used in an incorrect context.
Detail loop tasks
Semantic error
Boolean expression
If-Then - decision structure