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






2. A way to traverse a tree - visiting each node before its children.






3. 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.






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






5. An integer variable or value that indicates an element of a list.






6. A property of a program that can run on more than one kind of computer.






7. The structure of a program.






8. To create an instance of a class.






9. Any one of the languages that people have designed for specific purposes - such as representing mathematical ideas or computer programs; all programming languages are formal languages.






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






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






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






13. A process for developing a program.






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






15. An escape character '' followed by one or more printable characters used to designate a nonprintable character.






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






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






18. An operation defined in linear algebra that multiplies two Points and yields a numeric value.






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






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






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






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






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






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






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






26. The set of operations that define an ADT.






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






28. 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.






29. Nodes that share a common parent.






30. The class from which a child class inherits.






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






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






33. To execute a program in a high-level language by translating it one line at a time.






34. Function-like attribute of an object. Methods are invoked (called) on an object using the dot operator.






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






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






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






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






39. A function that is defined inside a class definition and is invoked on instances of that class. :override:: To replace a default. Examples include replacing a default parameter with a particular argument and replacing a default method by providing a






40. A data type which cannot be modified. Assignments to elements or slices of immutable types cause a runtime error.






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






42. Part of a program that can never be executed - often because it appears after a return statement.






43. Calling one function from within the body of another or using the return value of one function as an argument to the call of another.






44. Having no specific pattern. Unpredictable.






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






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






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






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






49. Making more than one assignment to the same variable during the execution of a program.






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