when a variable represents a value in the computer's memory.
0%
when a value in memory is no longer referenced by a variable, interpreter automatically removes it from memory through Garbage collection.
0%
step 3, is when you correct syntax errors.
0%
when a string appears in actual code of a program.
Q.2.
str:
0%
when a string appears in actual code of a program.
0%
True
0%
string
0%
integer
Q.3.
customer:
0%
a set of well-defined logical steps that must be taken to perform a task.
0%
the data you want displayed on screen.
0%
a name that represents a value stored in the computer's memory
0%
the person, group or organization that is asking you to write a program.
Q.4.
Writing the code is step ______
0%
Step 1 is when you design the program.
0%
Step 4 is when you test the program.
0%
Step 5 is when you correct logic errors.
0%
Step 2 is when you write the code.
Q.5.
argument:
0%
the person, group or organization that is asking you to write a program.
0%
the data you want displayed on screen.
0%
any data the program receives while it is running.
0%
a sequence of characters that is used as data.
Q.6.
software requirement:
0%
a single task that the program must perform in order to satisfy the customer.
0%
a diagram that graphically depicts the steps that take place in a program.
0%
A logic error is a mistake that does not prevent the program from running, but causes it to produce incorrect results.
0%
a variable that references a piece of data.
Q.7.
input function:
0%
prompt is the string that is displayed on the screen.
0%
a comment that appears at the end of a line of code.
0%
a variable that references a piece of data.
0%
variable = input(prompt) name = input('What is your name? ')
Q.8.
prompt is _____
0%
when a string appears in actual code of a program.
0%
a number that is written into a program's code.
0%
prompt is the string that is displayed on the screen.
0%
a comment that appears at the end of a line of code.
Q.9.
input:
0%
the data you want displayed on screen.
0%
a name that represents a value stored in the computer's memory
0%
any data the program receives while it is running.
0%
a sequence of characters that is used as data.
Q.10.
A logic error is ______:
0%
when a value in memory is no longer referenced by a variable, interpreter automatically removes it from memory through Garbage collection.
0%
a single task that the program must perform in order to satisfy the customer.
0%
A logic error is a mistake that does not prevent the program from running, but causes it to produce incorrect results.
0%
a number that is written into a program's code.
Q.11.
float:
0%
a diagram that graphically depicts the steps that take place in a program.
0%
string
0%
decimal
0%
any data the program receives while it is running.
Q.12.
numeric literal:
0%
a name that represents a value stored in the computer's memory
0%
a comment that appears at the end of a line of code.
0%
a number that is written into a program's code.
0%
when a string appears in actual code of a program.
Q.13.
variable naming rules ______:
0%
A logic error is a mistake that does not prevent the program from running, but causes it to produce incorrect results.
0%
- you cannot use one of python's key words as a variable name - a variable cannot contain a space- the first character must be one of the letters a - z, A-Z or (underscore)- after the first character you may use the letters a-z, A-Z, or 0-9, or ____(underscores). -upper and lower case characters are distinct.
0%
1. Ovals are terminal symbols (start, end)2. Parallelograms are input symbols and output symbols - reads input and displays output3. rectangles are processing symbols. steps in which the program performs some process on data, math calculation.
0%
when a value in memory is no longer referenced by a variable, interpreter automatically removes it from memory through Garbage collection.
Q.14.
What step are logic errors found in of making a program?
0%
Step 4 is when you test the program.
0%
Step 3, when you test the program.
0%
step 3, is when you correct syntax errors.
0%
Step 1 is when you design the program.
Q.15.
assignment statement:
0%
a single task that the program must perform in order to satisfy the customer.
0%
a variable that references a piece of data.
0%
a comment that appears at the end of a line of code.
0%
a number that is written into a program's code.
Q.16.
pseudocode:
0%
variable = input(prompt) name = input('What is your name? ')
0%
fake code; informal language that has no syntax rules and is not meant to be complied or executed.
0%
the person, group or organization that is asking you to write a program.
0%
naming variables style. begins with lowercase, second and subsequent words are written with uppercase first character.
Q.17.
int:
0%
any data the program receives while it is running.
0%
integer
0%
decimal
0%
string
Q.18.
Designing the program is step ______
0%
step 3, is when you correct syntax errors.
0%
Step 1 is when you design the program.
0%
Step 5 is when you correct logic errors.
0%
Step 3, when you test the program.
Q.19.
string:
0%
a name that represents a value stored in the computer's memory
0%
a sequence of characters that is used as data.
0%
any data the program receives while it is running.
0%
when a string appears in actual code of a program.
Q.20.
Variable:
0%
a set of well-defined logical steps that must be taken to perform a task.
0%
a comment that appears at the end of a line of code.
0%
a diagram that graphically depicts the steps that take place in a program.
0%
a name that represents a value stored in the computer's memory
Q.21.
string literal:
0%
a number that is written into a program's code.
0%
when a string appears in actual code of a program.
0%
when a variable represents a value in the computer's memory.
0%
prompt is the string that is displayed on the screen.
Q.22.
flowchart:
0%
a set of well-defined logical steps that must be taken to perform a task.
0%
a comment that appears at the end of a line of code.
0%
a diagram that graphically depicts the steps that take place in a program.
0%
a name that represents a value stored in the computer's memory
Q.23.
data types
0%
int (integer)float(decimal)
0%
a name that represents a value stored in the computer's memory
0%
the data you want displayed on screen.
0%
Step 3, when you test the program.
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