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 process for developing a program.






2. The class from which a child class inherits.






3. a sequence of instructions that specifies to a computer actions and computations to be performed.






4. The process of finding and removing any of the three kinds of programming errors.






5. The interval between successive elements of a linear sequence. The third (and optional argument) to the range function is called the step size. If not specified it defaults to 1.






6. The order in which statements are executed during a program run.






7. A statement or group of statements that execute repeatedly until a terminating condition is satisfied.






8. One of the pairs of items in a dictionary. Values are looked up in a dictionary by key.






9. A set of values. The type of a value determines how it can be used in expressions. So far the types you have seen are integers (type int) and floating-point numbers (type float) and strings (type str).






10. A definition which defines something in terms of itself. It often provides an elegant way to express complex data structures.






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






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






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






14. A syntactic container providing a context for names so that the same name can reside in different namespaces without ambiguity.






15. Repeated execution of a set of programming statements.






16. A data item that is mapped to a value in a dictionary. Used to look up values in a dictionary.






17. A way to traverse a tree - visiting each node before its children.






18. A file that contains printable characters organized into lines separated by newline characters.






19. A new class created by inheriting from an existing class; also called a subclass.






20. A function that does not modify any of the objects it receives as parameters. Most pure functions are fruitful.






21. To create an instance of a class.






22. 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.






23. An ADT that defines the operations one might perform on a priority queue.






24. A method that acts as a middleman between a caller and a helper method - often making the method easier or less error-prone to invoke.






25. An implementation of a queue using a linked list.






26. A thing to which a variable can refer.






27. A data type comprised of a collection of keys and associated values.






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






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






30. A variable that is defined inside a class definition but outside any method. These are accessible from any method in the class and are shared by all instances of the class.






31. To execute a program in a high-level language by translating it one line at a time.






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






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






34. A graphical representation of a stack of functions and their variables and the values to which they refer.






35. A function that returns a boolean value.






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






37. A way of developing programs starting with a prototype and gradually testing and improving it.






38. The process of adding a function header and parameters to a sequence of program statements. This process is very useful whenever the program statements in question are going to be used multiple times.






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






40. To signal an exception using the raise statement.






41. To replace something unnecessarily specific (like a constant value) with something appropriately general (like a variable or parameter). It makes code more versatile - more likely to be reused and sometimes even easier to write.






42. An escape character '' followed by one or more printable characters used to designate a nonprintable character.






43. A character that is used to separate tokens such as punctuation in a natural language.






44. Another name for a runtime error.






45. A variable used to count something - usually initialized to zero and incremented in the body of a loop.






46. A variable or value used to select a member of an ordered set - such as a character from a string.






47. A string displayed by a command line interface indicating that commands can be entered.






48. A way of writing a mathematical expression with each operator appearing before its operands.






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






50. An operation whose runtime does not depend on the size of the data structure.