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. An ordered set of objects waiting for a service of some kind.






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






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






4. A special character that causes the cursor to move to the next tab stop on the current line.






5. A named entity - usually stored on a hard drive or floppy disk or CD-ROM - that contains a stream of characters.






6. Having no specific pattern. Unpredictable.






7. A thing to which a variable can refer.






8. One of the operators that combines boolean expressions: and or and not.






9. 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.






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






11. A part of a string (substring) specified by a range of indices.






12. Another name for a runtime error.






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






14. A user-defined compound type. A class can also be thought of as a template for the objects that are instances of it.






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






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






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






18. A linked list with a single node.






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






20. 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.






21. An implementation of a queue using a linked list.






22. A special symbol that represents a simple computation like addition or multiplication or string concatenation.






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






24. One of the pairs of items in a dictionary. Values are looked up in a dictionary by key.






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






26. The output of the compiler after it translates the program.






27. A function that is defined inside a class definition and is invoked on instances of that class. :override:: To replace a default. Examples include replacing a default parameter with a particular argument and replacing a default method by providing a






28. An operation defined in linear algebra that multiplies each of the coordinates of a Point by a numeric value.






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






30. 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.






31. The set of operations that define an ADT.






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






33. A method that is not invoked directly by a caller but is used by another method to perform part of an operation.






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






35. To translate a program written in a high-level language into a low-level language all at once - in preparation for later execution.






36. 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.






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






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






39. 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.






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






41. A way of writing a mathematical expression with each operator appearing before its operands.






42. The value given to an optional parameter if no argument for it is provided in the function call.






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






44. To join two strings end-to-end.






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






46. One of the possible paths of the flow of execution determined by conditional execution.






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






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






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. A statement that assigns a value to a name (variable).