Test your basic knowledge |

Programming

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 combination of variables and operators and values that represents a single result value.






2. An assignment to all of the elements in a tuple using a single assignment statement. Useful for swapping values.






3. A style of program design in which the majority of functions are pure.






4. A language that provides features - such as user-defined classes and inheritance - that facilitate object-oriented programming.






5. Temporary storage of a precomputed value to avoid redundant computation.






6. The block of statements in a compound statement that follows the header.






7. A program that translates higher level programming languages into basic instructions the CPU can understand.






8. A software development practice which arrives at a desired feature through a series of small but iterative steps motivated by automated tests which are written first that express increasing refinements of the desired feature.






9. An embedded reference used to link one object to another.






10. The set of rules governing the order in which expressions involving multiple operators and operands are evaluated.






11. An automatic procedure used to validate that individual units of code are working properly.






12. A data type in which the values are made up of components or elements that are themselves values.






13. A loop in which the terminating condition is never satisfied.






14. The dot operator ( .) permits access to attributes and functions of a module.






15. A number or string (or other things to be named later) that can be stored in a variable or computed in an expression.






16. The statement in a recursive function with is a call to itself.






17. A compound data type whose elements cannot be assigned new values.






18. A character or string used to indicate where a string should be split.






19. One program structure within another - such as a conditional statement inside a branch of another conditional statement.






20. A way of writing mathematical expressions with the operators between the operands.






21. One of the values on which an operator operates.






22. An invisible marker that keeps track of where the next character will be printed.






23. A variable in the sys module which stores a list of command line arguments passed to a program at run time.






24. A list that is an element of another list.






25. The ability to define a new class that is a modified version of a previously defined class.






26. Another name for object code that is ready to be executed.






27. A statement which makes the objects contained in a module available for use within another module.






28. A function that calls itself recursively without ever reaching the base case - ultimately causes a runtime error.






29. To ________ a variable is to give it an initial value - usually in the context of multiple assignment.






30. A statement that consists of two parts: header - which begins with a keyword determining the statement type and ends with a colon. body - containing one or more statements indented the same amount from the header.






31. A change in the state of a program made by calling a function that is not a result of reading the return value from the function. Can only be produced by modifiers.






32. A value passed to a program along with the program's invocation at the command prompt of a command line interface (CLI).






33. A style of programming in which data and the operations that manipulate it are organized into classes and methods.






34. An ordered set of objects waiting for a service of some kind.






35. To create an instance of a class.






36. A program (or the person who wrote it) that uses an ADT.






37. Code that is used during program development but is not part of the final version.






38. A collection of key-value pairs that maps from keys to values.






39. The meaning of a program.






40. Generalization by reducing the information content of a concept.






41. A function which has no side effects. It only makes changes to the calling program through its return values.






42. A user-defined compound type. A class can also be thought of as a template for the objects that are instances of it.






43. An object that belongs to a class.






44. Any one of the languages that people speak that evolved naturally.






45. A numerical value that does not change during the execution of a program.






46. To create a new object that has the same value as an existing object.






47. To represent one set of values using another set of values by constructing a mapping between them.






48. Part of a program that can never be executed - often because it appears after a return statement.






49. A statement that executes a function. It consists of the name of the function followed by a list of arguments enclosed in parentheses.






50. The class from which a child class inherits.