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 process for developing a program.






2. A compound data type that is often used to model a thing or concept in the real world.






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






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






5. An expression that is either true or false.






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






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






8. Nodes that share a common parent.






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






10. 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.






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






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






13. 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.






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






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






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






17. A statement or group of statements that execute repeatedly until a terminating condition is satisfied.






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






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






20. A programming language that is designed to be easy for humans to read and write.






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






22. A thing to which a variable can refer.






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






24. Using the output from one function call as the input to another.






25. One program structure within another - such as a conditional statement inside a branch of another conditional statement.






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






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






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






29. A set of characters that are treated as a unit for purposes of parsing such as the words in a natural language.






30. A string constant on the first line of a function or module definition - they provide a convenient way to associate documentation with code.






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






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






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






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






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






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






37. A data type which can be modified.






38. 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.






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






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






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






42. A branch of the conditional statement in a recursive function that does not result in a recursive call.






43. One of the named data items that makes up an instance.






44. To create a new object that has the same value as an existing object.






45. A function that is defined inside a class definition and is invoked on instances of that class. :override:: To replace a default. Examples include replacing a default parameter with a particular argument and replacing a default method by providing a






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






47. A method for naming and accessing and organizing files and the data they contain.






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






49. A named collection of files - also called a folder.






50. An error in a program.