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






2. A group of consecutive statements with the same indentation.






3. Memory that can maintain its state without power. Hard drives and flash drives and rewritable compact disks (CD-RW) are examples of such memory.






4. A program stored in a file (usually one that will be interpreted).






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






6. A box in a stack diagram that represents a function call. It contains the local variables and parameters of the function.






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






8. Making more than one assignment to the same variable during the execution of a program.






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






10. An integer variable or value that indicates an element of a list.






11. Any of the data types that consist of an ordered set of elements with each element identified by an index.






12. A variable defined inside a function. A local variable can only be used inside its function.






13. A special symbol that represents a simple computation like addition or multiplication or string concatenation.






14. The sequential accessing of each element in a list.






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






16. The set of operations that define an ADT.






17. 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.






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






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






20. 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.






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






22. A string constant on the first line of a function or module definition - they provide a convenient way to associate documentation with code.






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






24. To create an instance of a class.






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






26. A data type in which the elements can be modified. It is a compound type - e.g. lists.






27. The first part of a compound statement. Headers begin with a keyword and end with a colon (:)






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






29. A data structure that implements a collection using a sequence of linked nodes.






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






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






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






33. A name that refers to a value.






34. A named entity - usually stored on a hard drive or floppy disk or CD-ROM - that contains a stream of characters.






35. The node that refers to a given node.






36. A programming language that is designed to be easy for humans to read and write.






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






38. 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.






39. An object that belongs to a class.






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






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






42. 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.






43. An expression in parentheses that acts as a single operand in a larger expression.






44. 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.






45. 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.






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






47. A statement that assigns a value to a name (variable).






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






49. One of the operators that compares two values: == or != or > or < or >= and <=.






50. A way to traverse a tree - visiting the children of each node before the node itself.