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






2. A variable used in a loop to accumulate a series of values - such as by concatenating them onto a string or adding them to a running sum.






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






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






5. It prevents a compiler from compiling.






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






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






8. The node that refers to a given node.






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






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






11. A loop inside the body of another loop.






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






13. A process for developing a program.






14. To prevent an exception from terminating a program using the try and except statements.






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






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






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






18. A way to traverse a tree - visiting the children of each node before the node itself.






19. To translate a program written in a high-level language into a low-level language all at once - in preparation for later execution.






20. An intermediate language between source code and object code. Many modern languages first compile source code into byte code and then interpret the byte code with a program called a virtual machine.






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






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






23. An implementation of a queue using a linked list.






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






25. An error in a program.






26. A special method that is invoked automatically when a new object is created and that initializes the object's attributes.






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






28. A function that yields a return value.






29. 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.






30. A thing to which a variable can refer.






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






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






33. A string displayed by a command line interface indicating that commands can be entered.






34. A general process for solving a category of problems.






35. 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.






36. The process of finding and removing any of the three kinds of programming errors.






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






38. 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.






39. The value given to an optional parameter if no argument for it is provided in the function call.






40. The rules that determine which member of a queue is removed next.






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






42. An operator that takes two operands.






43. 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.






44. 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.






45. The set of nodes equidistant from the root.






46. 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.






47. Part of a program that can never be executed - often because it appears after a return statement.






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






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






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