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. An ordered set of objects waiting for a service of some kind.






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






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






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






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






6. A variable that is defined inside a class definition but outside any method. These are accessible from any method in the class and are shared by all instances of the class.






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






8. To signal an exception using the raise statement.






9. An operation defined in linear algebra that multiplies two Points and yields a numeric value.






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






11. A special symbol that represents a simple computation like addition or multiplication or string concatenation.






12. A program in a high-level language before being compiled.






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






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






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






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






17. An operation whose runtime does not depend on the size of the data structure.






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






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






20. A queueing policy in which the first member to arrive is the first to be removed.






21. It prevents a compiler from compiling.






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






23. 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






24. The topmost node in a tree with no parent.






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






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






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






28. The set of operations that define an ADT.






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






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






31. A parameter written in a function header with an assignment to a default value which it will receive if no corresponding argument is given for it in the function call.






32. A list that is an element of another list.






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






34. An operator denoted with a percent sign ( %) - that works on integers and yields the remainder when one number is divided by another.






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






36. A conditional branch with more than two possible flows of execution.






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






38. To represent one set of values using another set of values by constructing a mapping between them.






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






40. A named entity - usually stored on a hard drive or floppy disk or CD-ROM - that contains a stream of characters.






41. 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.






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






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






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






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






46. A name that refers to a value.






47. A named collection of objects where each object is identified by an index.






48. Repeated execution of a set of programming statements.






49. An error in a program.






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