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. 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.






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






3. The value provided as the result of a function call.






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






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






6. An operation that divides one integer by another and yields an integer. Integer division yields only the whole number of times that the numerator is divisible by the denominator and discards any remainder.






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






8. It prevents a compiler from compiling.






9. Temporary storage of a precomputed value to avoid redundant computation.






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






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






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






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






14. A statement that causes the current iteration of a loop to end.






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






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






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






18. An error in a program that makes it impossible to parse






19. A way to traverse a tree - visiting the left subtree and then the root and then the right subtree.






20. An operator that takes two operands.






21. A programming language that is designed to be easy for humans to read and write.






22. 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.






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






24. An item of data contained in a node.






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






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






27. A collection of key-value pairs that maps from keys to values.






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






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






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






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






32. 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.






33. The statements inside a loop.






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






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






36. A function that yields a return value.






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






38. Use of the dot operator '.' to access functions inside a module.






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






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






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






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






43. One of the pairs of items in a dictionary. Values are looked up in a dictionary by key.






44. A software development practice which arrives at a desired feature through a series of small but iterative steps motivated by automated tests which are written first that express increasing refinements of the desired feature.






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






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






47. Any of the characters that move the cursor without printing visible characters. The constant string.whitespace contains all the white-space characters.






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






49. 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.






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