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






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






3. 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.






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






5. One of the basic elements of the syntactic structure of a program - analogous to a word in a natural language.






6. A numerical result that is too large to be represented in a numerical format.






7. The statement in a recursive function with is a call to itself.






8. A character that is used to separate tokens such as punctuation in a natural language.






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






10. A data type in which the elements can be modified. It is a compound type - e.g. lists.






11. A name used inside a function to refer to the value passed as an argument.






12. A set of values. The type of a value determines how it can be used in expressions. So far the types you have seen are integers (type int) and floating-point numbers (type float) and strings (type str).






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






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






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






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






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






18. 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.






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






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






21. An error that occurs at runtime.






22. 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.






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






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






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






26. A style of program design in which the majority of functions are pure.






27. A data type in which the values are made up of components or elements that are themselves values.






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






29. A data item that is mapped to a value in a dictionary. Used to look up values in a dictionary.






30. A definition which defines something in terms of itself. It often provides an elegant way to express complex data structures.






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






32. A loop inside the body of another loop.






33. a sequence of instructions that specifies to a computer actions and computations to be performed.






34. A function that calls itself recursively without ever reaching the base case - ultimately causes a runtime error.






35. A compound data type whose elements cannot be assigned new values.






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






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






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






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






40. To prevent an exception from terminating a program using the try and except statements.






41. A visual cue that tells the user to input data.






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






43. Using the output from one function call as the input to another.






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






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






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






47. An error in a program.






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






49. An automatic procedure used to validate that individual units of code are working properly.






50. A function that returns a boolean value.