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






2. 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






3. A name used inside a function to refer to the value passed as an argument.






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






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






6. An assertion that should be true of an object at all times (except perhaps while the object is being modified).






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






8. A tree in which each node refers to zero or one or two dependent nodes.






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






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






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






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






13. 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.






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






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






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






17. An operation whose runtime is a linear function of the size of the data structure.






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






19. An error in a program.






20. A data type in which the elements can be modified. It is a compound type - e.g. lists.






21. An item of data contained in a node.






22. The process of calling the function that is currently executing.






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






24. A function that returns a boolean value.






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






26. 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.






27. Another name for a runtime error.






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






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






30. One of the named data items that makes up an instance.






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






32. The set of rules governing the order in which expressions involving multiple operators and operands are evaluated.






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






34. A style of program design in which the majority of functions are pure.






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






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






37. A box in a stack diagram that represents a function call. It contains the local variables and parameters of the function.






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






39. A distinct method of operation within a computer program.






40. The name and location of a file within a file system.






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






42. 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.






43. 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.






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






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






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






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






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






49. 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.






50. An embedded reference used to link one object to another.






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