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






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






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






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






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






6. A queueing policy in which each member has a priority determined by external factors. The member with the highest priority is the first to be removed.






7. 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.






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






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






10. An object that belongs to a class.






11. The structure of a program.






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






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






14. A variable used in a loop to accumulate a series of values - such as by concatenating them onto a string or adding them to a running sum.






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






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






17. A linked list with a single node.






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






19. 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.






20. A thing to which a variable can refer.






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






22. Another name for a runtime error.






23. A variable in the sys module which stores a list of command line arguments passed to a program at run time.






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






25. There are exactly two boolean values: True and False.






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






27. 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.






28. A list that is an element of another list.






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






30. An error in a program.






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






32. The process of adding a function header and parameters to a sequence of program statements. This process is very useful whenever the program statements in question are going to be used multiple times.






33. An operator that takes two operands.






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






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






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






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






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






39. A program stored in a file (usually one that will be interpreted).






40. A recursive call that occurs as the last statement (at the tail) of a function definition.






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






42. A named collection of objects where each object is identified by an index.






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






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






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






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






47. A name given to a variable.






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






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






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