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






2. A function that can operate on more than one type. If all the operations in a function can be applied to a type then the function can be applied to a type.






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






4. An error in a program.






5. An automatic procedure used to validate that individual units of code are working properly.






6. A variable used to count something - usually initialized to zero and incremented in the body of a loop.






7. A programming construct that waits for events and processes them.






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






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






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






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






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






13. A data type which can be modified.






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






15. It prevents a compiler from compiling.






16. Another name for object code that is ready to be executed.






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






18. The meaning of a program.






19. A name given to a variable.






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






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






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






23. Decrease by 1.






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






25. The first part of a compound statement. Headers begin with a keyword and end with a colon (:)






26. A variable used as part of the terminating condition of a loop.






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






28. A special character that causes the cursor to move to the beginning of the next line.






29. A function that changes one or more of the objects it receives as parameters. Most modifiers are void.






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






31. 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.






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






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






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






35. An expression that is either true or false.






36. A string displayed by a command line interface indicating that commands can be entered.






37. The process of adding a function header and parameters to a sequence of program statements. This process is very useful whenever the program statements in question are going to be used multiple times.






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






39. A data structure that implements a collection using a sequence of linked nodes.






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






41. A statement that executes a function. It consists of the name of the function followed by a list of arguments enclosed in parentheses.






42. A way to traverse a tree - visiting the left subtree and then the root and then the right subtree.






43. Any one of the languages that people have designed for specific purposes - such as representing mathematical ideas or computer programs; all programming languages are formal languages.






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






45. The node that refers to a given node.






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






47. Repeated execution of a set of programming statements.






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






49. A thing to which a variable can refer.






50. A linked list with a single node.