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






2. A data type comprised of a collection of keys and associated values.






3. To signal an exception using the raise statement.






4. An error in a program.






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






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






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






8. 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.






9. 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.






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






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






12. A variable used to count something - usually initialized to zero and incremented in the body of a loop.






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






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






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






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






17. A situation in which two or more names in a given namespace cannot be unambiguously resolved.






18. An item of data contained in a node.






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






20. A part of a string (substring) specified by a range of indices.






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






22. An ADT that defines the operations one might perform on a priority queue.






23. A named collection of files - also called a folder.






24. A library is a collection of software used as tools in the development of other software.






25. An error that occurs at runtime.






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






27. A statement that executes a function. It consists of the name of the function followed by a list of arguments enclosed in parentheses.






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






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






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






31. The ability to define a new class that is a modified version of a previously defined class.






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






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






34. Repeated execution of a set of programming statements.






35. An invisible marker that keeps track of where the next character will be printed.






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






37. 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.






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






39. To represent one set of values using another set of values by constructing a mapping between them.






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






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






42. Having no specific pattern. Unpredictable.






43. Any of the data types that consist of an ordered set of elements with each element identified by an index.






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






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






46. The first part of a compound statement. Headers begin with a keyword and end with a colon (:)






47. A step-by-step process for solving a category of problems.






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






49. A thing to which a variable can refer.






50. Memory which requires an electrical current to maintain state. Information stored is lost when the computer is turned off.







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