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 error that occurs at runtime.






2. The boolean expression in a conditional statement that determines which branch is executed.






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






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






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






6. 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.






7. An assertion that should be true of an object at all times (except perhaps while the object is being modified).






8. The meaning of a program.






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






10. The output of the compiler after it translates the program.






11. Information in a program that is meant for other programmers (or anyone reading the source code) and has no effect on the execution of the program.






12. A program that translates higher level programming languages into basic instructions the CPU can understand.






13. 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.






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






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






16. It prevents a compiler from compiling.






17. A queueing policy in which the first member to arrive is the first to be removed.






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






19. A function that yields a return value.






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






21. To create a new object that has the same value as an existing object.






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






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






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






25. An item of data contained in a node.






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






27. Having no specific pattern. Unpredictable.






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






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






30. A loop inside the body of another loop.






31. A way of writing mathematical expressions with the operators after the operands.






32. Repeated execution of a set of programming statements.






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






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






35. A compound data type that is often used to model a thing or concept in the real world.






36. To divide a large complex program into components (like functions) and isolate the components from each other (by using local variables - for example).






37. A value provided to a function when the function is called. This value is assigned to the corresponding parameter in the function.






38. A program stored in a file (usually one that will be interpreted).






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






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






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






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






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






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






45. A function that does not modify any of the objects it receives as parameters. Most pure functions are fruitful.






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






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






48. A new class created by inheriting from an existing class; also called a subclass.






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






50. 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.