Test your basic knowledge |

Data Structures

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 contiguous block of memory containing elements of the same type - accessed by numeric index






2. An ordering that can be guaranteed to terminate - e.g. starting at a positive integer and counting down






3. A formal description of a language in terms of vocabulary and rules for writing phrases and sentences






4. Describes a function that makes a new data structure but does not modify its arguments






5. Given two sets -the union is the set of elements that are members of either set






6. A sequence of clear and precise step-by-step instructions for solving a problem in a finite amount of time






7. A case where a program calls itself






8. A linked list in which each elements has both forward and backward pointers






9. In a tree - a node pointed to by a parent node






10. In a search tree - the number of children of a given node. often - the branching factors of individual nodes will vary - so an average value may be used






11. Implementation of complex ADTs. Physical representation of how data is stored - organized - and manipulated






12. A tree node containing a contents value but with no children






13. To modify the order of a set of elements so that a desired ordering holds between them - e.g. alphabetic order






14. The amount of space on the runtime stack required for execution of a program






15. In a tree - a node that points to a given node






16. In a search tree - a program that changes a state into a child state e.g a move in a game






17. A function whose value either does not involve a recursive call - or is exactly the value of a recursive call






18. A pattern that describes a set of similar programs






19. A number that is defined as an object so that it has a runtime type and methods that can be used - e.g. Integer in Java






20. A section of the runtime stack holding the values of all variables for one invocation






21. A queue implemented within an array - where the first elements of the array logically follows the last elements






22. Last in first out: describes the order of a stack






23. An elements of a linked list - tree - or graph - often represented by a data structure






24. Describes a data structure or device in which all accesses have the same cost - O(1)






25. The area of program text over which a variable can be referenced






26. The number of links between the root of a tree and the leaves






27. Composed of a collection of data values; implemented with a data structure






28. To convert from a pointer to the data that is pointed to






29. A data structure representing a sequence of items - which are removed in the same order as they were inserted.






30. A description of the state of a process such as a board game






31. A pointer to the next element in a linked list






32. A stack containing a stack frame of variable value for each active invocation of procedure






33. Two variables that reference the same object






34. A collection of objects that are inserted and removed according to the LIFO principle






35. An order of processing a tree in which the parent node is processed before its children






36. A condition of the input data where the data will be handled by call(s) to the same program






37. Any container with linear ordering






38. First in first out: describes ordering of a queue






39. A problem-solving strategy in which a problem is broken down into sub-problems - until simple subproblems are reached






40. Describes a though experiment or view of an entity






41. First-child/next-sibling






42. A runtime error that occurs when an operation such as method call is attempted on a null pointer






43. To look through a data structure until a goal object is found






44. A variable containing the address of other data






45. The process of collecting garbage for recycling






46. A pointer to data






47. A description of the kinds of objects that exist in a computer program - e.g a Java class hierarchy






48. Values are in the most basic form and cannot be decomposed into smaller parts






49. Any effect of a procedure other than returning a value - e.g. printing or modifying a data structure






50. Composed of multiple sequential elements stored in contiguous bytes of memory