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 node that refers to a given node.






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






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






4. To ________ a variable is to give it an initial value - usually in the context of multiple assignment.






5. The boolean expression in a conditional statement that determines which branch is executed.






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






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






8. The set of nodes equidistant from the root.






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






10. An operator that takes two operands.






11. A function that yields a return value.






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






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






14. A special method that is invoked automatically when a new object is created and that initializes the object's attributes.






15. Any one of the languages that people have designed for specific purposes - such as representing mathematical ideas or computer programs; all programming languages are formal languages.






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






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






18. 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).






19. A combination of variables and operators and values that represents a single result value.






20. A process for developing a program.






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






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






23. Both as a noun and as a verb - it means to increase by 1.






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






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






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






27. The set of rules governing the order in which expressions involving multiple operators and operands are evaluated.






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






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






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






31. Making more than one assignment to the same variable during the execution of a program.






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






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






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






35. A variable or value used to select a member of an ordered set - such as a character from a string.






36. A variable defined inside a module - accessed by using the dot operator ( .).






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






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






39. The class from which a child class inherits.






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






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






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






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






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






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






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






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






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






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






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