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Programming

Subject : it-skills
Instructions:
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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 named collection of objects where each object is identified by an index.






2. One of the nodes referred to by a node.






3. Any of the data types that consist of an ordered set of elements with each element identified by an index.






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






5. A variable used to count something - usually initialized to zero and incremented in the body of a loop.






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






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






8. To create an instance of a class.






9. The name and location of a file within a file system.






10. The statements inside a loop.






11. A function that yields a return value.






12. Any one of the languages that people speak that evolved naturally.






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






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






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






16. A parameter written in a function header with an assignment to a default value which it will receive if no corresponding argument is given for it in the function call.






17. A reserved word that is used by the compiler to parse program; you cannot use keywords like if or def or while as variable names.






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






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






20. An object that belongs to a class.






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






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






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






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






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






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






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






28. A signal such as a keyboard press or mouse click or message from another program.






29. A distinct method of operation within a computer program.






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






31. One of the values in a list (or other sequence). The bracket operator selects elements of a list.






32. 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.






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






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






35. A data type that contains a sequence of elements of any type - like a list but is immutable. Can be used wherever an immutable type is required.






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






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






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






39. 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.






40. 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.






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






42. 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.






43. Given any real numbers a and b exactly one of the following relations holds: a < b or a > b or a = b. Thus when you can establish that two of the relations are false you can assume the remaining one is true. What is it called?






44. 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.






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






46. 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.






47. A way of writing a mathematical expression with each operator appearing before its operands.






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






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






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






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