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. One of the possible paths of the flow of execution determined by conditional execution.






2. 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.






3. A variable in the sys module which stores a list of command line arguments passed to a program at run time.






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






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






6. A reserved word that is used by the compiler to parse program; you cannot use keywords like if or def or while as variable names.






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






8. 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.






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






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






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






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






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






14. Code that is used during program development but is not part of the final version.






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






16. A bottom-most node in a tree with no children.






17. A variable used to store an intermediate value in a complex calculation.






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






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






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






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






22. A thing to which a variable can refer.






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






24. 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.






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






26. A change in the state of a program made by calling a function that is not a result of reading the return value from the function. Can only be produced by modifiers.






27. An operation defined in linear algebra that multiplies each of the coordinates of a Point by a numeric value.






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






29. A reference stored in an attribute of an object.






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






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






32. Any one of the languages that people have designed for specific purposes - such as representing mathematical ideas or computer programs; all programming languages are formal languages.






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






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






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






36. To ________ a variable is to give it an initial value - usually in the context of multiple assignment.






37. 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.






38. A function that returns a boolean value.






39. A variable defined inside a module - accessed by using the dot operator ( .).






40. A statement that consists of two parts: header - which begins with a keyword determining the statement type and ends with a colon. body - containing one or more statements indented the same amount from the header.






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






42. The node that refers to a given node.






43. A name that refers to a value.






44. A process for developing a program.






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






46. A set of values. The type of a value determines how it can be used in expressions. So far the types you have seen are integers (type int) and floating-point numbers (type float) and strings (type str).






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






48. 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.






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






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