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 list that is an element of another list.






2. 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.






3. A queueing policy in which each member has a priority determined by external factors. The member with the highest priority is the first to be removed.






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






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






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






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






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






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






10. 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.






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






12. A value passed to a program along with the program's invocation at the command prompt of a command line interface (CLI).






13. A library is a collection of software used as tools in the development of other software.






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






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






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






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






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






19. To signal an exception using the raise statement.






20. An intermediate language between source code and object code. Many modern languages first compile source code into byte code and then interpret the byte code with a program called a virtual machine.






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






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






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






24. To create an instance of a class.






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






26. A sequence of one or more characters used to specify the boundary between separate parts of text.






27. A visual cue that tells the user to input data.






28. A way to traverse a tree - visiting the left subtree and then the root and then the right subtree.






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






30. To read a string of characters or tokens and analyze its grammatical structure.






31. Multiple variables that contain references to the same object.






32. An assertion that should be true of an object at all times (except perhaps while the object is being modified).






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






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






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






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






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






38. 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.






39. 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.






40. The class from which a child class inherits.






41. There are exactly two boolean values: True and False.






42. An error in a program that makes it impossible to parse






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






44. A thing to which a variable can refer.






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






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






47. A name that refers to a value.






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






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






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