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






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






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






4. A language that provides features - such as user-defined classes and inheritance - that facilitate object-oriented programming.






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






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






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






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






9. Making more than one assignment to the same variable during the execution of a program.






10. A data type that contains a sequence of elements of any type - like a list but is immutable. Can be used wherever an immutable type is required.






11. A function that can operate on more than one type. If all the operations in a function can be applied to a type then the function can be applied to a type.






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






13. Both as a noun and as a verb - it means to increase by 1.






14. A loop inside the body of another loop.






15. Using the output from one function call as the input to another.






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






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






18. A numerical value that does not change during the execution of a program.






19. 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.






20. 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.






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






22. 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.






23. Having no specific pattern. Unpredictable.






24. 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.






25. One program structure within another - such as a conditional statement inside a branch of another conditional statement.






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






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






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






29. A thing to which a variable can refer.






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






31. The set of rules governing the order in which expressions involving multiple operators and operands are evaluated.






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






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






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






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






36. Multiple variables that contain references to the same object.






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






38. An operator that takes two operands.






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






40. A statement that creates a new function specifying its name and parameters and the statements it executes.






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






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






43. A statement that controls the flow of execution depending on some condition.






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






45. A data type which cannot be modified. Assignments to elements or slices of immutable types cause a runtime error.






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






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






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






49. A data type which can be modified.






50. An ordered set of objects waiting for a service of some kind.