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 used as part of the terminating condition of a loop.






2. A data type which can be modified.






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






4. A list of the functions that are executing - printed when a runtime error occurs. Also commonly refered to as a stack trace since it lists the functions in the order in which they are stored in the runtime stack.






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






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






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






8. 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.






9. The meaning of a program.






10. Memory that can maintain its state without power. Hard drives and flash drives and rewritable compact disks (CD-RW) are examples of such memory.






11. An item of data contained in a node.






12. A list that is an element of another list.






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






14. The interval between successive elements of a linear sequence. The third (and optional argument) to the range function is called the step size. If not specified it defaults to 1.






15. Decrease by 1.






16. A collection of key-value pairs that maps from keys to values.






17. An implementation of a queue using a linked list.






18. The ability to define a new class that is a modified version of a previously defined class.






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






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






21. A string constant on the first line of a function or module definition - they provide a convenient way to associate documentation with code.






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






23. A file that contains printable characters organized into lines separated by newline characters.






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






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






26. A tree in which each node refers to zero or one or two dependent nodes.






27. A name that refers to a value.






28. The output of the compiler after it translates the program.






29. Code that satisfies the syntactic and semantic requirements of an interface.






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






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






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






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






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






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






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






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






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






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






40. A character or string used to indicate where a string should be split.






41. A way of writing mathematical expressions with the operators after the operands.






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






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






44. 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.






45. 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






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






47. A variable used in a loop to accumulate a series of values - such as by concatenating them onto a string or adding them to a running sum.






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






49. 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.






50. 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.