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 process of formulating a problem and finding a solution and expressing the solution.






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






3. An assertion that must be true in order for a method to work correctly.






4. To signal an exception using the raise statement.






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






6. A loop in which the terminating condition is never satisfied.






7. 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.






8. An error in a program that makes it impossible to parse






9. A set of characters that are treated as a unit for purposes of parsing such as the words in a natural language.






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






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






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






13. The boolean expression in a conditional statement that determines which branch is executed.






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






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






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






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






18. A function that calls itself recursively without ever reaching the base case - ultimately causes a runtime error.






19. A loop inside the body of another loop.






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






21. 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.






22. A kind of data structure that can contain data of any type.






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






24. The set of operations that define an ADT.






25. A list of the functions that are executing - printed when a runtime error occurs. Also commonly refered to as a stack trace since it lists the functions in the order in which they are stored in the runtime stack.






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






27. 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.






28. Another name for object code that is ready to be executed.






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






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






31. A programming construct that waits for events and processes them.






32. A linked list with a single node.






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






34. A function that does not modify any of the objects it receives as parameters. Most pure functions are fruitful.






35. An error that does not occur until the program has started to execute but that prevents the program from continuing.






36. The structure of a program.






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






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






39. 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.






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






41. A name that refers to a value.






42. Extending built-in operators ( + or - or * or > or < etc.) so that they work with user-defined types.






43. A group of consecutive statements with the same indentation.






44. A syntactic container providing a context for names so that the same name can reside in different namespaces without ambiguity.






45. To create an instance of a class.






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






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






48. 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.






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






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