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 program (or the person who wrote it) that uses an ADT.






2. The order in which statements are executed during a program run.






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






4. Nodes that share a common parent.






5. The interval between successive elements of a linear sequence. The third (and optional argument) to the range function is called the step size. If not specified it defaults to 1.






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






7. A graphical representation of a set of variables and the values to which they refer.






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






9. 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.






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






11. A loop inside the body of another loop.






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






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






14. An expression that is either true or false.






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






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






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






18. A statement which makes the objects contained in a module available for use within another module.






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






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






21. Repeated execution of a set of programming statements.






22. 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.






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






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






25. To execute a program in a high-level language by translating it one line at a time.






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






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






28. To create an instance of a class.






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






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






31. 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.






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






33. A file that contains printable characters organized into lines separated by newline characters.






34. A programming language that is designed to be easy for humans to read and write.






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






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






37. A function that changes one or more of the objects it receives as parameters. Most modifiers are void.






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






39. The statement in a recursive function with is a call to itself.






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






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






42. 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.






43. A sequence of one or more characters used to specify the boundary between separate parts of text.






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






45. One of the operators that compares two values: == or != or > or < or >= and <=.






46. A special character that causes the cursor to move to the beginning of the next line.






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






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






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






50. 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.