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






2. A string constant on the first line of a function or module definition - they provide a convenient way to associate documentation with code.






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. The process of formulating a problem and finding a solution and expressing the solution.






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






6. An error in a program.






7. A data type (usually a collection of objects) that is defined by a set of operations but that can be implemented in a variety of ways.






8. A syntactic container providing a context for names so that the same name can reside in different namespaces without ambiguity.






9. The set of nodes equidistant from the root.






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






11. A method for naming and accessing and organizing files and the data they contain.






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






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






14. A data type comprised of a collection of keys and associated values.






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






16. To follow the flow of execution of a program by hand - recording the change of state of the variables and any output produced.






17. A way of writing mathematical expressions with the operators after the operands.






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






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






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






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






22. The class from which a child class inherits.






23. A variable defined inside a function. A local variable can only be used inside its function.






24. Memory which requires an electrical current to maintain state. Information stored is lost when the computer is turned off.






25. The first part of a compound statement. Headers begin with a keyword and end with a colon (:)






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






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






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






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






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






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






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






33. The node that refers to a given node.






34. Another name for a runtime error.






35. A numerical value that does not change during the execution of a program.






36. A branch of the conditional statement in a recursive function that does not result in a recursive call.






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






38. The sequential accessing of each element in a list.






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






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






41. The dot operator ( .) permits access to attributes and functions of a module.






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






43. A name given to a variable.






44. A string displayed by a command line interface indicating that commands can be entered.






45. A function that does not modify any of the objects it receives as parameters. Most pure functions are fruitful.






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






47. A linked list with a single node.






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






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






50. A statement that executes a function. It consists of the name of the function followed by a list of arguments enclosed in parentheses.