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 general process for solving a category of problems.






2. Given any real numbers a and b exactly one of the following relations holds: a < b or a > b or a = b. Thus when you can establish that two of the relations are false you can assume the remaining one is true. What is it called?






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






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






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






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






7. The sequence of characters read into the command interpreter in a command line interface.






8. A logical error which stops a program from performing.






9. Memory which requires an electrical current to maintain state. Information stored is lost when the computer is turned off.






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






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






12. 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.






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






14. Code that is used during program development but is not part of the final version.






15. A special character that causes the cursor to move to the next tab stop on the current line.






16. The name and location of a file within a file system.






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






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






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






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






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






22. The statement in a recursive function with is a call to itself.






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






24. To represent one set of values using another set of values by constructing a mapping between them.






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






26. A variable used to store an intermediate value in a complex calculation.






27. A thing to which a variable can refer.






28. A statement which makes the objects contained in a module available for use within another module.






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






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






31. A function that calls itself recursively without ever reaching the base case - ultimately causes a runtime error.






32. A software development practice which arrives at a desired feature through a series of small but iterative steps motivated by automated tests which are written first that express increasing refinements of the desired feature.






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






34. A data type which cannot be modified. Assignments to elements or slices of immutable types cause a runtime error.






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






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






37. 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.






38. A part of a string (substring) specified by a range of indices.






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






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






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






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






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






44. A function that does not modify any of the objects it receives as parameters. Most pure functions are fruitful.






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






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






47. A reference stored in an attribute of an object.






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






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






50. A numerical value that does not change during the execution of a program.