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. An explicit statement that takes a value of one type and computes a corresponding value of another type.






2. Information in a program that is meant for other programmers (or anyone reading the source code) and has no effect on the execution of the program.






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






4. A name given to a variable.






5. A general process for solving a category of problems.






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






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






8. An operation whose runtime is a linear function of the size of the data structure.






9. A statement that causes the current iteration of a loop to end.






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






11. A data type (usually a collection of objects) that is defined by a set of operations but that can be implemented in a variety of ways.






12. An item of data contained in a node.






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






14. A variable defined inside a module - accessed by using the dot operator ( .).






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






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






17. 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.






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






19. A sequence of one or more characters used to specify the boundary between separate parts of text.






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






21. To read a string of characters or tokens and analyze its grammatical structure.






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






23. Multiple variables that contain references to the same object.






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






25. A variable used as part of the terminating condition of a loop.






26. A class definition that implements an ADT with method definitions that are invocations of other methods - sometimes with simple transformations. It does no significant work but it improves or standardizes the interface seen by the client.






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






28. To create an instance of a class.






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






30. A set of instructions for solving a class of problems by a mechanical and unintelligent process.






31. The meaning of a program.






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






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






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






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






36. A programming construct that waits for events and processes them.






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






38. A program development plan intended to avoid debugging by adding and testing only a small amount of code at a time.






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






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






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






42. A step-by-step process for solving a category of problems.






43. A list of the functions that are executing - printed when a runtime error occurs. Also commonly refered to as a stack trace since it lists the functions in the order in which they are stored in the runtime stack.






44. An element of a list - usually implemented as an object that contains a reference to another object of the same type.






45. The node that refers to a given node.






46. To iterate through the elements of a set performing a similar operation on each.






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






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






49. The statements inside a loop.






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