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 variable used to store an intermediate value in a complex calculation.






2. An error in a program.






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






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






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






6. An error in a program that makes it do something other than what the programmer intended.






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






8. A set of values. The type of a value determines how it can be used in expressions. So far the types you have seen are integers (type int) and floating-point numbers (type float) and strings (type str).






9. A function that yields a return value.






10. To prevent an exception from terminating a program using the try and except statements.






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






12. A value passed to a program along with the program's invocation at the command prompt of a command line interface (CLI).






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






14. 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.






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






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






17. A loop inside the body of another loop.






18. To create an instance of a class.






19. Repeated execution of a set of programming statements.






20. An operator that takes two operands.






21. A library is a collection of software used as tools in the development of other software.






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






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






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






25. A data type which can be modified.






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






27. A program (or the person who wrote it) that uses an ADT.






28. A function which changes its arguments inside the function body. Only mutable types can be changed by modifiers.






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






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






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






32. A collection of key-value pairs that maps from keys to values.






33. A group of consecutive statements with the same indentation.






34. 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.






35. A reserved word that is used by the compiler to parse program; you cannot use keywords like if or def or while as variable names.






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






37. A function that returns a boolean value.






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






39. 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.






40. Having no specific pattern. Unpredictable.






41. An error that occurs at runtime.






42. A number or string (or other things to be named later) that can be stored in a variable or computed in an expression.






43. An assertion that must be true in order for a method to work correctly.






44. Code that satisfies the syntactic and semantic requirements of an interface.






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






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






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






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






49. The statement in a recursive function with is a call to itself.






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