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






2. 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.






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






4. To simplify an expression by performing the operations in order to yield a single value.






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






6. A name given to a variable.






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






8. A program in a high-level language before being compiled.






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






10. Temporary storage of a precomputed value to avoid redundant computation.






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






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






13. An invisible marker that keeps track of where the next character will be printed.






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






15. A part of a string (substring) specified by a range of indices.






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






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






18. Given any real numbers a and b exactly one of the following relations holds: a < b or a > b or a = b. Thus when you can establish that two of the relations are false you can assume the remaining one is true. What is it called?






19. A function that yields a return value.






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






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






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






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






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






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






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






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






28. An error in a program that makes it impossible to parse






29. A tree in which each node refers to zero or one or two dependent nodes.






30. A special method that is invoked automatically when a new object is created and that initializes the object's attributes.






31. Memory which requires an electrical current to maintain state. Information stored is lost when the computer is turned off.






32. An ADT that performs the operations one might perform on a queue.






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






34. Any one of the languages that people speak that evolved naturally.






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






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






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






38. A thing to which a variable can refer.






39. The set of operations that define an ADT.






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






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






42. To follow the flow of execution of a program by hand - recording the change of state of the variables and any output produced.






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






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






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






46. The name and location of a file within a file system.






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






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






49. A data type that contains a sequence of elements of any type - like a list but is immutable. Can be used wherever an immutable type is required.






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