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






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






3. The set of nodes equidistant from the root.






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






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






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






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






8. A way of writing mathematical expressions with the operators between the operands.






9. A box in a stack diagram that represents a function call. It contains the local variables and parameters of the function.






10. A variable used to count something - usually initialized to zero and incremented in the body of a loop.






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






12. A loop inside the body of another loop.






13. An invisible marker that keeps track of where the next character will be printed.






14. 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






15. The block of statements in a compound statement that follows the header.






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






17. Another name for a runtime error.






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






19. 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).






20. It prevents a compiler from compiling.






21. A change in the state of a program made by calling a function that is not a result of reading the return value from the function. Can only be produced by modifiers.






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






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






24. A linked list with a single node.






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






26. The first part of a compound statement. Headers begin with a keyword and end with a colon (:)






27. To create an instance of a class.






28. Any of the characters that move the cursor without printing visible characters. The constant string.whitespace contains all the white-space characters.






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






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






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






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






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






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






35. Decrease by 1.






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






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






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






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






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






41. A data type (usually a collection of objects) that is defined by a set of operations but that can be implemented in a variety of ways.






42. 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.






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






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






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






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






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






48. An object that belongs to a class.






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






50. A thing to which a variable can refer.