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16. which method of finding errors is most useful to identify logic err…

Question

  1. which method of finding errors is most useful to identify logic errors? *

a. creating new test cases
b. hand - tracing
c. rerunning the program with different inputs to see the impact on outputs
d. running a simulation

  1. attempting to access an invalid index in a list results in what type of error?

a. logic error
b. overflow error
c. runtime error
d. syntax error

  1. what is an example of event - driven programming? *

a. prompting a user to type in a response
b. using constants for data values in place of variables
c. a mobile device that orients to a new position
d. a microphone transmitting audio data to a program

Explanation:

Question 16
Brief Explanations

Hand - tracing (also known as desk - checking) involves manually going through the code line by line, following the flow of execution and the values of variables. This method is very effective for identifying logic errors because it allows the programmer to see if the logical flow and calculations in the code match the intended logic. Creating new test cases (A) is more for testing overall functionality, rerunning with different inputs (C) is good for seeing how inputs affect outputs but not as good for logic errors, and running a simulation (D) is more for simulating real - world scenarios rather than finding logic errors in code.

Brief Explanations

A runtime error occurs during the execution of a program. When a program tries to access an invalid index in a list, this happens while the program is running. A logic error (A) is about incorrect logic in the code (e.g., wrong formula), an overflow error (B) is about exceeding the maximum value a data type can hold, and a syntax error (D) is about violating the rules of the programming language's syntax (e.g., missing semicolon in some languages).

Brief Explanations

Event - driven programming is based on events (like a user action, a sensor input, or a change in the system state) triggering actions. A mobile device orienting to a new position is an event (the change in orientation) that can trigger the device to adjust its display or other functions, which is an example of event - driven programming. Prompting a user to type (A) is just user interaction but not event - driven in the sense of responding to an event, using constants (B) is about data handling, and a microphone transmitting audio (D) is just data input, not an event - driven action.

Answer:

B. Hand - tracing

Question 17