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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. 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.
Housekeeping tasks
Goto-less programming
Input
Program Development cycle
2. Small program units that you can use together to make a program. Programmers also refer to modules as subroutines - procedures - functions - or methods.
End-of-job tasks
Program Development cycle
Declaration
Modules
3. The sequence of steps necessary to solve any problem.
Algorithm
Then-Clause of a decision
Encapsulation
EOF
4. The act of assigning its first value - often at the same time the variable is created.
Spaghetti code
Initializing a variable
Detail loop tasks
If-Then - decision structure
5. Include steps you must perform at the beginning of a program to get ready for the rest of the program.
If-Then - decision structure
Housekeeping tasks
Real numbers
Algorithm
6. The equal sign; it is used to assign a value to variable or constant on its left.
Assignment operator
Assignment statement
Local
Housekeeping tasks
7. Hold the action that results when the Boolean expression in the decision is true.
Spaghetti code
Then-Clause of a decision
If-Then - decision structure
Reliability
8. Indicates and output operation and is represented by a parallelogram in flowcharts.
String constant
External documentation
Processing symbol
Magic number
9. 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
Named constant
Visible
Module's body
10. A measure of the degree to which all the module statements contribute to the same task.
Assignment operator
Functional cohesion module
Reliability
Detail loop tasks
11. An unnamed constant whose purpose is not immediately apparent.
Dummy value
Magic number
String constant
Output
12. A preselected value that stops the execution of a program.
Sentinel value
EOF
Module's return statement
Then-Clause of a decision
13. 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.
Truth tables
Short-circuit evaluation
Semantic error
IPO chart
14. Marks the end of the module and identifies the point at which control returns to the program or module that called the module.
15. Can hold text that includes letters - digits - and special characters such as punctuation marks.
String constant
Reliability
Floating point
String variable
16. Consists of all the supporting paperwork for a program.
Hierarchy chart
Documentation
Housekeeping tasks
Program Development cycle
17. Describes variables that are declared within the module that uses them.
Housekeeping tasks
String constant
Local
End-of-job tasks
18. runs from start to stop and calls other modules.
I-value
Functional cohesion module
Main program
Magic number
19. Number is a number with decimal places.
Unstructured programs
External documentation
Floating point
Named constant
20. Includes the module identifier and possibly other necessary identifying information.
Output symbol
Mainline logic
TOE chart
Output
21. The process of paying attention to important properties while ignoring nonessential details.
Abstraction
Making decision
Data type
External documentation
22. The act of containing a task's instructions in a module.
Modularization
Sequence structure
Goto-less programming
Encapsulation
23. 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.
Numeric variable
Magic number
Else-Clause
Conversion
24. All the text - numbers - and other information processed by computer.
Data items
Visible
Named constant
Else-Clause
25. The used at each end of a flowchart. Its shape is a lozenge.
Mnemonic
Data items
Data type
Terminal symbol or start /stop symbol
26. A repetition of a series of steps.
Local
Loop
I-value
Spaghetti code
27. Assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator.
Assignment statement
Local
Decision symbol
Visible
28. 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.
Goto-less programming
Declaration
Pascal casing
Making declarations or declaring variables
29. The symbol that you can use to combine decisions so that two or more conditions must be true for action to occur.
Hierarchy chart
Conditional and Operator
Infinite loop
Module's return statement
30. End of file.
EOF
Spaghetti code
Hierarchy chart
Pascal casing
31. 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.
Detail loop tasks
Camel casing
Conditional and Operator
Unstructured programs
32. Describes the stat of data items when a module can recognize them.
Floating point
Mainline logic
Visible
Identifier
33. The memory address identifier to left of an assignment operator.
Housekeeping tasks
Algorithm
I-value
Alphanumeric values
34. A variable's name.
Terminal symbol or start /stop symbol
Detail loop tasks
Loop
Identifier
35. Describes the process of naming variables and assigning data type to them.
Making declarations or declaring variables
Initializing a variable
Truth tables
Loop
36. The documentation within a coded program.
String constant
Short-circuit evaluation
External documentation
Internal documentation
37. A preselected value that stops the execution of a program.
Overhead
Decision symbol
Dummy value
Modularization
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.
Making declarations or declaring variables
Goto-less programming
Real numbers
Sequence structure
39. A statement that provides a data type and an identifier for a variable.
Infinite loop
Named constant
Declaration
Truth tables
40. One that represents only one of two states - usually expressed as true or false.
Processing symbol
Boolean expression
Integer
Unnamed constant
41. Describes the extra resources a task requires.
If-Then - decision structure
Infinite loop
Modularization
Overhead
42. A diagram that illustrated modules relationships to each other.
Hierarchy chart
Module's return statement
Semantic error
Numeric variable
43. Contains all the statements in the module.
44. A specific numeric value.
Numeric constant
Unstructured programs
Encapsulation
Detail loop tasks
45. Describes the entry of data items into computer memory using hardware devices such as keyboards and mice.
IPO chart
Assignment operator
Hierarchy chart
Input
46. A program development tool that delineates input - processing and outputs tasks.
Spaghetti code
Loop
IPO chart
Mnemonic
47. The snarled - unstructured program logic.
Data type
Main program
Spaghetti code
Short-circuit evaluation
48. A name to describe structured programming - because structured programmers do not use a "go to" statement.
Decision symbol
Goto-less programming
Assignment operator
Boolean expression
49. The feature of modular programs that assures you a module has been tested and proven to function correctly.
Debugging
Initializing a variable
Alphanumeric values
Reliability
50. Diagrams used in mathematics and logic to help describe the truth of an entire expression based on the truth of its parts.
Processing symbol
Abstraction
Boolean expression
Truth tables