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






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






3. A programming language that is designed to be easy for humans to read and write.






4. A function which changes its arguments inside the function body. Only mutable types can be changed by modifiers.






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






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






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






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






9. 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.






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






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






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






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






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






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






16. A loop in which the terminating condition is never satisfied.






17. 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.






18. The process of finding and removing any of the three kinds of programming errors.






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






20. An integer variable or value that indicates an element of a list.






21. The statements inside a loop.






22. An error that occurs at runtime.






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






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






25. Temporary storage of a precomputed value to avoid redundant computation.






26. A name that refers to a value.






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






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






29. An expression that is either true or false.






30. A method that acts as a middleman between a caller and a helper method - often making the method easier or less error-prone to invoke.






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






32. An ADT that performs the operations one might perform on a queue.






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






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






35. A language that provides features - such as user-defined classes and inheritance - that facilitate object-oriented programming.






36. Calling one function from within the body of another or using the return value of one function as an argument to the call of another.






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






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






39. A programming language that is designed to be easy for a computer to execute; also called machine language or assembly language.






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






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






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






43. One of the values on which an operator operates.






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






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






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






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






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






49. The node that refers to a given node.






50. A process for developing a program.