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 program in a high-level language before being compiled.






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






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






4. A reference to a list node can be treated as a single object or as the first in a list of nodes.






5. It prevents a compiler from compiling.






6. A data type in which the values are made up of components or elements that are themselves values.






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






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






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






10. Having no specific pattern. Unpredictable.






11. 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.






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






13. A linked list with a single node.






14. A name given to a variable.






15. A way of developing programs starting with a prototype and gradually testing and improving it.






16. To create an instance of a class.






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






18. The structure of a program.






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






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






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






22. The ability to combine simple expressions and statements into compound statements and expressions in order to represent complex computations concisely.






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






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






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






26. A program that translates higher level programming languages into basic instructions the CPU can understand.






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






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






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






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






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






32. A recursive call that occurs as the last statement (at the tail) of a function definition.






33. The second part of a compound statement. The body consists of a sequence of statements all indented the same amount from the beginning of the header.






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






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






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






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






38. Both as a noun and as a verb - it means to increase by 1.






39. To translate a program written in a high-level language into a low-level language all at once - in preparation for later execution.






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






41. A step-by-step process for solving a category of problems.






42. Use of the dot operator '.' to access functions inside a module.






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






44. A function that does not modify any of the objects it receives as parameters. Most pure functions are fruitful.






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






46. One of the operators that compares two values: == or != or > or < or >= and <=.






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






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






49. The set of operations that define an ADT.






50. 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.