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. The meaning of a program.






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






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






4. A named sequence of statements that performs some useful operation. Functions may or may not take parameters and may or may not produce a result.






5. A compound data type that is often used to model a thing or concept in the real world.






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






7. To replace something unnecessarily specific (like a constant value) with something appropriately general (like a variable or parameter). It makes code more versatile - more likely to be reused and sometimes even easier to write.






8. 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.






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






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






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






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






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






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






15. An ADT that performs the operations one might perform on a queue.






16. An error in a program.






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






18. 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.






19. A way to traverse a tree - visiting the left subtree and then the root and then the right subtree.






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






21. To examine a program and analyze the syntactic structure.






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






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






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






25. A thing to which a variable can refer.






26. A value provided to a function when the function is called. This value is assigned to the corresponding parameter in the function.






27. Repeated execution of a set of programming statements.






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






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






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






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






32. 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.






33. A style of programming in which data and the operations that manipulate it are organized into classes and methods.






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






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






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






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






38. A method for naming and accessing and organizing files and the data they contain.






39. A programming language that is designed to be easy for a computer to execute; also called machine language or assembly language.






40. An object that belongs to a class.






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






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






43. An organization of data for the purpose of making it easier to use.






44. A definition which defines something in terms of itself. It often provides an elegant way to express complex data structures.






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






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






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






48. A data type comprised of a collection of keys and associated values.






49. A set of instructions for solving a class of problems by a mechanical and unintelligent process.






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