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






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






3. An error that occurs at runtime.






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






5. 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.






6. The class from which a child class inherits.






7. A data type which can be modified.






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






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






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






11. There are exactly two boolean values: True and False.






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






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






14. One of the values in a list (or other sequence). The bracket operator selects elements of a list.






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






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






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






18. 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.






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






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






21. Nodes that share a common parent.






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






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






24. A function that yields a return value.






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






26. The meaning of a program.






27. To translate a program written in a high-level language into a low-level language all at once - in preparation for later execution.






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






29. A recursive call that occurs as the last statement (at the tail) of a function definition.






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






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






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






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






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






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






36. To examine a program and analyze the syntactic structure.






37. A name that refers to a value.






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






39. A statement that creates a new function specifying its name and parameters and the statements it executes.






40. A way of developing programs that involves high-level insight into the problem and more planning than incremental development or prototype development.






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






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






43. A variable used in a loop to accumulate a series of values - such as by concatenating them onto a string or adding them to a running sum.






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






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






46. A signal such as a keyboard press or mouse click or message from another program.






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






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






49. A kind of data structure that can contain data of any type.






50. A function that returns a boolean value.