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






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






3. An intermediate language between source code and object code. Many modern languages first compile source code into byte code and then interpret the byte code with a program called a virtual machine.






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






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






6. An error that occurs at runtime.






7. An expression that is either true or false.






8. One of the possible paths of the flow of execution determined by conditional execution.






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






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






11. 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.






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






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






14. One of the operators that combines boolean expressions: and or and not.






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






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






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






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






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






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






21. A numerical value that does not change during the execution of a program.






22. 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.






23. A thing to which a variable can refer.






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






25. A named sequence of statements that performs some useful operation. Functions may or may not take parameters and may or may not produce a result.






26. To divide a large complex program into components (like functions) and isolate the components from each other (by using local variables - for example).






27. The set of nodes equidistant from the root.






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






29. Any of the characters that move the cursor without printing visible characters. The constant string.whitespace contains all the white-space characters.






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






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






32. It prevents a compiler from compiling.






33. To join two strings end-to-end.






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






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






36. A visual cue that tells the user to input data.






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






38. 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).






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






40. The meaning of a program.






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






42. A name given to a variable.






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






44. 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.






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






46. A named collection of objects where each object is identified by an index.






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






48. A data type which can be modified.






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






50. A name used inside a function to refer to the value passed as an argument.