True/False Indicate whether the
statement is true or false.
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1.
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Computers are so intelligent that they do not need human beings to give them
directions.
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2.
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The people who write the programs are called programmers.
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3.
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After the programmer and user agree on the solution, the programmer begins
converting the solution into a computer program.
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4.
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During the initial phase, the programmer meets periodically with the user to
determine whether the program fulfills the user’s needs, and to refine any details of the
solution.
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5.
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Because programmers are only expected to work in teams of programmers, employers
only need people who are able to communicate with technical personnel.
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6.
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Knowing even a little bit about the programming process will allow you, the
manager of a department, to better communicate your department’s needs to a programmer.
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7.
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All computer programs, no matter how simple or how complex, are written using
one or more of three basic structures: sequence, selection, and repetition.
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8.
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Programmers must use the repetition structure in every program they
write.
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9.
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When used in a computer program, the selection structure alerts the computer
that a decision needs to be made, and it provides the appropriate action to take based on the result
of that decision.
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10.
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The redo structure is also referred to as a loop or as iteration.
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11.
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Without the repetition structure, if you needed an instruction to repeat 20
times you would have to write that instructions 20 times in your program.
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12.
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The first step that programmers follow when they solve problems is to plan the
algorithm.
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13.
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The final step that programmers follow when they solve problems is to rigorously
test the program using the computer.
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14.
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The two most important components of any problem are the problem’s output
and its input.
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15.
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When analyzing a problem, you always search first for the input, and then for
the output.
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16.
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The input typically is stated as nouns and adjectives in the problem
specification.
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17.
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When determining the output, it helps to think about the information that you
would need to solve the problem manually.
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18.
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Analyzing real-world problems is generally as easy as analyzing the problems
found in a textbook.
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19.
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If you are having trouble analyzing a problem, try reading the problem
specification several times, as it is easy to miss information during the first reading.
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20.
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Most algorithms begin with an instruction that enters the input items into the
computer.
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21.
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Most algorithms end with an instruction to print, display, or store the output
items.
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22.
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Display, print, and store refer to a file on disk, the printer, and the computer
screen, respectively.
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23.
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To avoid confusion, it is important that the algorithm is consistent when
referring to the input and output items.
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24.
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Pseudocode is standardized.
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25.
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Unlike a flowchart, pseudocode uses standardized symbols to visually depict an
algorithm.
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26.
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You can draw the flowchart symbols by hand; or, you can use the drawing or
shapes feature in a word processor.
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27.
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When planning an algorithm, you need to create both a flowchart and
pseudocode.
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28.
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For simple algorithms, flowcharts work just fine.
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29.
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Not all algorithms require a processing item.
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30.
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Before you begin a desk-check, you first choose a set of sample data for the
input values, which you then use to manually compute the expected output values.
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31.
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It is helpful to use a desk-check table when desk-checking an algorithm.
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32.
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You can only perform a desk-check using an algorithm’s pseudocode.
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33.
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You should test an algorithm with invalid data because users sometimes make
mistakes when entering data.
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Multiple Choice Identify the
choice that best completes the statement or answers the question.
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34.
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In essence, the word ____ means giving a mechanism the directions to accomplish
a task.
a. | executing | c. | programming | b. | directing | d. | scripting |
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35.
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The directions given to a computer are called computer ____.
a. | programs | c. | plans | b. | languages | d. | selections |
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36.
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When a company has a problem that requires a computer solution, typically it is
a ____ that comes to the rescue.
a. | Web designer | c. | script developer | b. | computer technician | d. | programmer |
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37.
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In many cases, the programmer also provides the user with ____ that explains how
to use the program.
a. | a programmer’s guide | c. | the source code | b. | the
manual | d. | the program
code |
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38.
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Control structures or ____ structures control the flow of a program’s
logic.
a. | flow | c. | logic | b. | program | d. | execution |
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39.
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The ____ structure in a computer program directs the computer to process the
program instructions, one after another, in the order listed in the program.
a. | sequence | c. | repetition | b. | selection | d. | series |
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40.
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A(n) ____ is a set of step-by-step instructions that accomplish a task.
a. | program | c. | instruction set | b. | algorithm | d. | command
structure |
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41.
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The ____ structure makes a decision and then takes an appropriate action based
on that decision.
a. | repetition | c. | command | b. | sequence | d. | selection |
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42.
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When used in a program, the ____ structure directs the computer to repeat one or
more instructions until some condition is met, at which time the computer should stop repeating the
instructions.
a. | redo | c. | selection | b. | repetition | d. | sequence |
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43.
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The ____ step is the most difficult of the problem-solving steps, and it
requires a lot of time, patience, and effort.
a. | planning | c. | analysis | b. | desk-check | d. | testing |
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44.
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The second step in the problem-solving process is to plan the ____, which is the
set of instructions that, when followed, will transform the problem’s input into its
output.
a. | program | c. | instructions | b. | algorithm | d. | statements |
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45.
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____ is called false code because, although it resembles programming language
instructions, it cannot be understood by a computer.
a. | Binary code | c. | Planning code | b. | Empty code | d. | Pseudocode |
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46.
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Besides using pseudocode, programmers also use ____ when planning
algorithms.
a. | pseudocharts | c. | flowcharts | b. | templates | d. | coding sheets |
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47.
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Symbols are connected with lines, called ____.
a. | chartlines | c. | processlines | b. | flowlines | d. | tracklines |
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48.
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The oval symbol in a flowchart is called the ____ symbol.
a. | start/stop | c. | process | b. | input/output | d. | flow |
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49.
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The parallelogram symbol in a flowchart is called ____ symbols.
a. | start/stop | c. | process | b. | input/output | d. | flow |
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50.
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The rectangle in a flowchart is called the ____ symbol and is used to represent
tasks such as calculations.
a. | start/stop | c. | process | b. | input/output | d. | flow |
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51.
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When an algorithm becomes more complex, the program’s logic may be easier
to see in ____.
a. | code | c. | pseudocode | b. | a processor | d. | a flowchart |
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52.
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A ____ item represents an intermediate value that the algorithm uses when
processing the input into the output.
a. | calculating | c. | processing | b. | data | d. | storage |
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53.
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The term ____ refers to the fact that the programmer reviews the algorithm while
seated at his or her desk rather than in front of the computer.
a. | desk-checking | c. | desk-tracing | b. | program-checking | d. | hand-checking |
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54.
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You ____ an algorithm to verify that it is not missing any steps, and that the
existing steps are correct and in the proper order.
a. | desk-trace | c. | program-check | b. | desk-check | d. | hand-check |
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