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






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






3. To follow the flow of execution of a program by hand - recording the change of state of the variables and any output produced.






4. A process for developing a program.






5. A method that is not invoked directly by a caller but is used by another method to perform part of an operation.






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






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






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






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






10. The code (or the person who wrote it) that implements an ADT.






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 statement that creates a new function specifying its name and parameters and the statements it executes.






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






14. A data type which cannot be modified. Assignments to elements or slices of immutable types cause a runtime error.






15. An intermediate language between source code and object code. Many modern languages first compile source code into byte code and then interpret the byte code with a program called a virtual machine.






16. Decrease by 1.






17. The set of nodes equidistant from the root.






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






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






20. A queueing policy in which each member has a priority determined by external factors. The member with the highest priority is the first to be removed.






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






22. The class from which a child class inherits.






23. A graphical representation of a stack of functions and their variables and the values to which they refer.






24. A loop inside the body of another loop.






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






26. 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.






27. A function that yields a return value.






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






29. Function-like attribute of an object. Methods are invoked (called) on an object using the dot operator.






30. An error that occurs at runtime.






31. A numerical result that is too large to be represented in a numerical format.






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






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






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






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






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






37. An item of data contained in a node.






38. Memory that can maintain its state without power. Hard drives and flash drives and rewritable compact disks (CD-RW) are examples of such memory.






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






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






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






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






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






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






45. A logical error which stops a program from performing.






46. 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.






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






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






49. A visual cue that tells the user to input data.






50. A variable or value used to select a member of an ordered set - such as a character from a string.







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