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 set of operations that define an ADT.






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






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






4. A string displayed by a command line interface indicating that commands can be entered.






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






6. An ordered set of objects waiting for a service of some kind.






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






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






9. An object that belongs to a class.






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






11. An operation whose runtime is a linear function of the size of the data structure.






12. A data type which can be modified.






13. An error in a program.






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






15. A way of writing a mathematical expression with each operator appearing before its operands.






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






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






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






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






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






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






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






23. Having no specific pattern. Unpredictable.






24. To signal an exception using the raise statement.






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






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






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






28. It prevents a compiler from compiling.






29. To create an instance of a class.






30. One of the possible paths of the flow of execution determined by conditional execution.






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






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






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






34. 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.






35. A new class created by inheriting from an existing class; also called a subclass.






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






37. The structure of a program.






38. Repeated execution of a set of programming statements.






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






40. The dot operator ( .) permits access to attributes and functions of a module.






41. To simplify an expression by performing the operations in order to yield a single value.






42. A function which has no side effects. It only makes changes to the calling program through its return values.






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






44. A named sequence of statements that performs some useful operation. Functions may or may not take parameters and may or may not produce a result.






45. Function-like attribute of an object. Methods are invoked (called) on an object using the dot operator.






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






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






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






49. A style of program design in which the majority of functions are pure.






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