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






2. A logical error which stops a program from performing.






3. A parameter written in a function header with an assignment to a default value which it will receive if no corresponding argument is given for it in the function call.






4. A tree in which each node refers to zero or one or two dependent nodes.






5. One of the basic elements of the syntactic structure of a program - analogous to a word in a natural language.






6. A reference to a list node can be treated as a single object or as the first in a list of nodes.






7. An ADT that performs the operations one might perform on a queue.






8. A special method that is invoked automatically when a new object is created and that initializes the object's attributes.






9. To create an instance of a class.






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






11. The value provided as the result of a function call.






12. The output of the compiler after it translates the program.






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






14. An error in a program that makes it do something other than what the programmer intended.






15. A function that can operate on more than one type. If all the operations in a function can be applied to a type then the function can be applied to a type.






16. An organization of data for the purpose of making it easier to use.






17. A special character that causes the cursor to move to the next tab stop on the current line.






18. A function which changes its arguments inside the function body. Only mutable types can be changed by modifiers.






19. A name that refers to a value.






20. A programming language that is designed to be easy for a computer to execute; also called machine language or assembly language.






21. To follow the flow of execution of a program by hand - recording the change of state of the variables and any output produced.






22. Nodes that share a common parent.






23. Code that satisfies the syntactic and semantic requirements of an interface.






24. One of the nodes referred to by a node.






25. An item of data contained in a node.






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






27. A variable used to store an intermediate value in a complex calculation.






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






29. An operation defined in linear algebra that multiplies each of the coordinates of a Point by a numeric value.






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






31. The process of formulating a problem and finding a solution and expressing the solution.






32. A value provided to a function when the function is called. This value is assigned to the corresponding parameter in the function.






33. The code (or the person who wrote it) that implements an ADT.






34. A syntactic construct which enables lists to be generated from other lists using a syntax analogous to the mathematical set-builder notation.






35. Calling one function from within the body of another or using the return value of one function as an argument to the call of another.






36. The node that refers to a given node.






37. The statements inside a loop.






38. A function that returns a boolean value.






39. The rules that determine which member of a queue is removed next.






40. A numerical result that is too large to be represented in a numerical format.






41. Use of the dot operator '.' to access functions inside a module.






42. A queueing policy in which each member has a priority determined by external factors. The member with the highest priority is the first to be removed.






43. The structure of a program.






44. A graphical representation of a set of variables and the values to which they refer.






45. A way of writing mathematical expressions with the operators after the operands.






46. A reference stored in an attribute of an object.






47. An operation defined in linear algebra that multiplies two Points and yields a numeric value.






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






49. A distinct method of operation within a computer program.






50. A library is a collection of software used as tools in the development of other software.







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