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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.
  • 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. Another name for a runtime error.






2. To create a new object that has the same value as an existing object.






3. An item of data contained in a node.






4. Any of the characters that move the cursor without printing visible characters. The constant string.whitespace contains all the white-space characters.






5. The ability to define a new class that is a modified version of a previously defined class.






6. 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.






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






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






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






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






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






12. The set of operations that define an ADT.






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






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






15. A loop inside the body of another loop.






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






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






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






19. A list of the functions that are executing - printed when a runtime error occurs. Also commonly refered to as a stack trace since it lists the functions in the order in which they are stored in the runtime stack.






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






21. A named collection of files - also called a folder.






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






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






24. A graphical representation of a stack of functions and their variables and the values to which they refer.






25. The class from which a child class inherits.






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






27. 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.






28. Decrease by 1.






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






30. A reference to a list node can be treated as a single object or as the first in a list of nodes.






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






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






33. A group of consecutive statements with the same indentation.






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






35. An error in a program that makes it do something other than what the programmer intended.






36. The ability to combine simple expressions and statements into compound statements and expressions in order to represent complex computations concisely.






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






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






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






40. Function-like attribute of an object. Methods are invoked (called) on an object using the dot operator.






41. A program in a high-level language before being compiled.






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






43. A situation in which two or more names in a given namespace cannot be unambiguously resolved.






44. The order in which statements are executed during a program run.






45. Having no specific pattern. Unpredictable.






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






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






48. A way of writing mathematical expressions with the operators between the operands.






49. A way to traverse a tree - visiting the children of each node before the node itself.






50. A programming construct that waits for events and processes them.







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