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 data type which can be modified.






2. A variable defined inside a module - accessed by using the dot operator ( .).






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






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






5. A logical error which stops a program from performing.






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






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






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






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






10. A set of instructions for solving a class of problems by a mechanical and unintelligent process.






11. A function that returns a boolean value.






12. To iterate through the elements of a set performing a similar operation on each.






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






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






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






16. A function that yields a return value.






17. Nodes that share a common parent.






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






19. 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.






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






21. The meaning of a program.






22. A variable that is defined inside a class definition but outside any method. These are accessible from any method in the class and are shared by all instances of the class.






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






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






25. A data structure that implements a collection using a sequence of linked nodes.






26. A function which has no side effects. It only makes changes to the calling program through its return values.






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






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






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






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






31. An object that belongs to a class.






32. A statement that controls the flow of execution depending on some condition.






33. 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.






34. The set of nodes equidistant from the root.






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






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






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






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






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






40. An embedded reference used to link one object to another.






41. A syntactic construct which enables lists to be generated from other lists using a syntax analogous to the mathematical set-builder notation.






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






43. 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.






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






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






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






47. The second part of a compound statement. The body consists of a sequence of statements all indented the same amount from the beginning of the header.






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






49. 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.






50. To examine a program and analyze the syntactic structure.