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






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






3. The interval between successive elements of a linear sequence. The third (and optional argument) to the range function is called the step size. If not specified it defaults to 1.






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






5. A statement that assigns a value to a name (variable).






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






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






8. A name given to a variable.






9. A branch of the conditional statement in a recursive function that does not result in a recursive call.






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






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






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






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






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






15. The value given to an optional parameter if no argument for it is provided in the function call.






16. An error that does not occur until the program has started to execute but that prevents the program from continuing.






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






18. An error that occurs at runtime.






19. 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.






20. A name that refers to a value.






21. A variable used as part of the terminating condition of a loop.






22. Decrease by 1.






23. The process of adding a function header and parameters to a sequence of program statements. This process is very useful whenever the program statements in question are going to be used multiple times.






24. A special symbol that represents a simple computation like addition or multiplication or string concatenation.






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






26. A box in a stack diagram that represents a function call. It contains the local variables and parameters of the function.






27. The block of statements in a compound statement that follows the header.






28. A number or string (or other things to be named later) that can be stored in a variable or computed in an expression.






29. 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.






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






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






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






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






34. An error in a program.






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






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






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






38. An operator that takes two operands.






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






40. The rules that determine which member of a queue is removed next.






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






42. The structure of a program.






43. A process for developing a program.






44. An explicit statement that takes a value of one type and computes a corresponding value of another type.






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






46. 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.






47. Generalization by reducing the information content of a concept.






48. 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.






49. A thing to which a variable can refer.






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