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






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






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






4. To join two strings end-to-end.






5. 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.






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






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






8. The set of nodes equidistant from the root.






9. A method for naming and accessing and organizing files and the data they contain.






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






11. An operator that takes two operands.






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






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






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






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






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






17. An object that belongs to a class.






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






19. A character or string used to indicate where a string should be split.






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






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






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






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






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






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






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






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






28. Memory that can maintain its state without power. Hard drives and flash drives and rewritable compact disks (CD-RW) are examples of such memory.






29. The structure of a program.






30. An expression in parentheses that acts as a single operand in a larger expression.






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






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






33. An error that occurs at runtime.






34. Another name for object code that is ready to be executed.






35. 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.






36. A program development plan intended to avoid debugging by adding and testing only a small amount of code at a time.






37. A list that is an element of another list.






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






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






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






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






42. 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.






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






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






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






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






47. A named sequence of statements that performs some useful operation. Functions may or may not take parameters and may or may not produce a result.






48. A user-defined compound type. A class can also be thought of as a template for the objects that are instances of it.






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






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