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. 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.






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






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






4. A property of a program that can run on more than one kind of computer.






5. An error that occurs at runtime.






6. A process for developing a program.






7. Part of a program that can never be executed - often because it appears after a return statement.






8. A name that refers to a value.






9. A file that contains printable characters organized into lines separated by newline characters.






10. 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.






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






12. One of the values on which an operator operates.






13. 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.






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






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






16. The output of the compiler after it translates the program.






17. 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.






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






19. A syntactic construct which enables lists to be generated from other lists using a syntax analogous to the mathematical set-builder notation.






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






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






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






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






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






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






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






27. A variable that is defined inside a class definition but outside any method. These are accessible from any method in the class and are shared by all instances of the class.






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






29. A combination of variables and operators and values that represents a single result value.






30. A situation in which two or more names in a given namespace cannot be unambiguously resolved.






31. A thing to which a variable can refer.






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






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






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






35. A compound data type whose elements cannot be assigned new values.






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






37. A statement that controls the flow of execution depending on some condition.






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






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






40. Code that is used during program development but is not part of the final version.






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






42. The node that refers to a given node.






43. A language that provides features - such as user-defined classes and inheritance - that facilitate object-oriented programming.






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






45. The statements inside a loop.






46. A bottom-most node in a tree with no children.






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






48. The block of statements in a compound statement that follows the header.






49. Repeated execution of a set of programming statements.






50. Extending built-in operators ( + or - or * or > or < etc.) so that they work with user-defined types.