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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. To iterate through the elements of a set performing a similar operation on each.






2. 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.






3. 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.






4. A name that refers to a value.






5. A name given to a variable.






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






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






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






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






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






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






12. An error that occurs at runtime.






13. Any of the characters that move the cursor without printing visible characters. The constant string.whitespace contains all the white-space characters.






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






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






16. Repeated execution of a set of programming statements.






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






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






19. The class from which a child class inherits.






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






21. A function that returns a boolean value.






22. The set of nodes equidistant from the root.






23. The dot operator ( .) permits access to attributes and functions of a module.






24. A way of developing programs that involves high-level insight into the problem and more planning than incremental development or prototype development.






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






26. To read a string of characters or tokens and analyze its grammatical structure.






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






28. A way of writing mathematical expressions with the operators between the operands.






29. An ADT that defines the operations one might perform on a priority queue.






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






31. The process of adding a function header and parameters to a sequence of program statements. This process is very useful whenever the program statements in question are going to be used multiple times.






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






33. 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.






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






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






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






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






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






39. A combination of variables and operators and values that represents a single result value.






40. A character that is used to separate tokens such as punctuation in a natural language.






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






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






43. One of the basic elements of the syntactic structure of a program - analogous to a word in a natural language.






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






45. Given any real numbers a and b exactly one of the following relations holds: a < b or a > b or a = b. Thus when you can establish that two of the relations are false you can assume the remaining one is true. What is it called?






46. 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.






47. Any one of the languages that people speak that evolved naturally.






48. A data type (usually a collection of objects) that is defined by a set of operations but that can be implemented in a variety of ways.






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






50. An escape character '' followed by one or more printable characters used to designate a nonprintable character.







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