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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 value provided to a function when the function is called. This value is assigned to the corresponding parameter in the function.






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






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






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






5. Another name for a runtime error.






6. The statements inside a loop.






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






8. A way of developing programs starting with a prototype and gradually testing and improving it.






9. Repeated execution of a set of programming statements.






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






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






12. A function which changes its arguments inside the function body. Only mutable types can be changed by modifiers.






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






14. 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.






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






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






17. A variable that is defined inside a class definition but outside any method. These are accessible from any method in the class and are shared by all instances of the class.






18. A step-by-step process for solving a category of problems.






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






20. A signal such as a keyboard press or mouse click or message from another program.






21. To signal an exception using the raise statement.






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






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






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






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






26. 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.






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






28. The process of calling the function that is currently executing.






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






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






31. The set of rules governing the order in which expressions involving multiple operators and operands are evaluated.






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






33. An embedded reference used to link one object to another.






34. A parameter written in a function header with an assignment to a default value which it will receive if no corresponding argument is given for it in the function call.






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






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






37. A process for developing a program.






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






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






40. A function that changes one or more of the objects it receives as parameters. Most modifiers are void.






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






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






43. 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.






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






45. A number or string (or other things to be named later) that can be stored in a variable or computed in an expression.






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






47. 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.






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






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






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







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