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 statements inside a loop.






2. An operator denoted with a percent sign ( %) - that works on integers and yields the remainder when one number is divided by another.






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






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






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






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






7. 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.






8. Nodes that share a common parent.






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






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






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






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






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






14. A statement that executes a function. It consists of the name of the function followed by a list of arguments enclosed in parentheses.






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






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






17. Code that is used during program development but is not part of the final version.






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






19. An error that occurs at runtime.






20. A property of a program that can run on more than one kind of computer.






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






22. A branch of the conditional statement in a recursive function that does not result in a recursive call.






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






24. A data type that contains a sequence of elements of any type - like a list but is immutable. Can be used wherever an immutable type is required.






25. A statement that controls the flow of execution depending on some condition.






26. 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.






27. A statement or group of statements that execute repeatedly until a terminating condition is satisfied.






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






29. The value provided as the result of a function call.






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






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






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






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






34. The code (or the person who wrote it) that implements an ADT.






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






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






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






38. An ADT that defines the operations one might perform on a priority queue.






39. A loop inside the body of another loop.






40. A process for developing a program.






41. An expression that is either true or false.






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






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






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






45. A syntactic container providing a context for names so that the same name can reside in different namespaces without ambiguity.






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






47. The structure of a program.






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






49. Having no specific pattern. Unpredictable.






50. 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.