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My Reviewer ft. ICT 107

Total questions: 77

Worksheet time: 1hrs 17mins

Name
Class
Date
1.

Kind of data that a variable can assume, hold or take on in a programming language

a)

Data Structure

b)

Data

c)

Data Type

d)

Algorithm

2.

An arrangement of data in a computer's memory or on a disk.

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3.

A kind of data that a variable can assume, hold or taken on in a programming language and for which operations are automatically provided

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4.

Types of Data Types

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5.

Examples of Primitive Data Types except;

a)

String

b)

Array

c)

Integer

d)

Float

6.

It is a data structure that are not defined by the programming language. These are created by the programmer.

a)

Primitive

b)

Non-Primitive

c)

Linear

d)

Algorithm

7.

Known as user-defined data structures

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8.

A predifined data which are supported by the programming language.

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9.

Examples of Linear except;

a)

String

b)

Array

c)

Stack

d)

Queue

e)

LinkedList

10.

Two types of Non-Primitive Data type

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11.

Example of Non-Linear

a)

Tree and Graph

b)

Array and Stack

c)

String and Integer

d)

Queue and LinkedList

12.

What's ADT stands for?

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13.

These are data types which can be constructed in a program using it's programming language's primitive data types and other composite types.

a)

Abstract Data Type

b)

Algorithm

c)

Data structure

d)

Composite Data Type

14.

A mathematical model for a certain class of data structure

a)

Abstract Data Type

b)

Composite Data Type

c)

Algorithms

d)

Data Type

15.

Provides First-in, first-out access

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16.

Provides last-in, first-out access

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17.

An example of Composite Data Type

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18.

Manipulates the data in these structures in various ways, such as searching for a particular data item and sorting the data. A finite sequence of instructions

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19.

Two types of Algorithms

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20.

It is not a program

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21.

A linear data structures that can be accessed only at one of its end for sorting and retrieving data

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22.

Works like the line in flag ceremony

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23.

Queue in the British word for (a)  

24.

A queue representation which is one-dimensional array/vector is used, hence the size is static

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25.

A queue representation used modes with fields INFO and LINK

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26.

Deletion form empty queue causes?

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27.

Insertion onto full queue causes?

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28.

There is no need to move the elements. As well as cells are considered arranged in circle

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29.

I byte is equal to how many bits?

a)

3

b)

4

c)

2

d)

1

30.

1 bit is equal to how many nibbles?

a)

4

b)

1

c)

2

d)

3

31.

An operation used to add an element to the top of the stack

(Insertion)

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32.

An operation used to remove an element from the top of the stack

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33.

An operation used to search an element

(array address)

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34.

An operation used to return an object from the top of the stack

(Last element of the stack)

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35.

An operation that inserts the specified element into the queue. If not successful it throws an exception

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36.

An operation that inserts the sepcified element into the queue. If not successful it returns false

a)

add()

b)

offer()

c)

Remove()

d)

Add()

37.

Returns and removes the head of the queue. Throws exception if the queue is empty

a)

Remove()

b)

remove()

c)

Element()

d)

peek()

38.

Returns the head of the queue. Throws exception if the queue is empty

a)

element()

b)

peek()

c)

remove()

d)

poll()

39.

Returns the head of the queue. Returns null if the queue is empty

a)

poll()

b)

peek()

c)

add()

d)

remove()

40.

Returns and removes the head of the queue. Returns null if the queue is empty

a)

poll()

b)

element()

c)

remove()

d)

peek()

41.

Enumerate the Basic Queue Operations

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42.

A basic Queue Operation that includes add() and offer()

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43.

A Basic Queue Operation that includes remove() and poll() operations

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44.

First line syntax of Stack

a)

Import java.utilstack;

b)

import java util.stack;

c)

Import java.util.Stack;

d)

import java.util.Stack;

45.

First line syntax of Queue

a)

Import java.utilQueue;

b)

import.java.util.Queue;

c)

import java.util.Queue;

d)

import java util.Queue;

46.

Java syntax

a)

public class Filename

b)

Public class filename;

c)

public class filename;

d)

public class filename

47.

Queue syntax with LinkedList

a)

import java.util.Queue;

import java.util.LinkedList;

b)

import java.util.Queue

import java.util.LinkedList;

c)

import java.util.Queue;

import java.util.LinkedList

d)

Import java.util.queue;

import java.util.linkedlist;

48.

Queue syntax with Priority Queue

a)

Import java.util.Queue;

Import java.util.PriorityQueue;

b)

import java.util.Queue;

import java.util.PriorityQueue;

c)

Import java.util.Queue;

Import java.util.PriorityQueue;

49.

Java first line syntax with BufferedReader

a)

import java.util.BufferedReader

b)

import java.io.*;

c)

import java.io*;

d)

import java.util.BufferedReader;

50.

BufferedReader body syntax

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51.

Scanner body syntax

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52.

Java first line syntax with Scanner

a)

import java.util.Scanner;

b)

import java.io.*;

c)

import java.Util.scanner;

d)

import java.util.Scanner

53.

Widely used programming methodology

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54.

Programming language that implements OOD

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55.

Popular approaches of OOD(Object Oriented Design)

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56.

It is an extension of procedural programming but slightly different approach in writing computer program

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57.

Process of implementing structured design

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58.

Dividing a problem into smaller sub-problems. Also known as top-down, bottom-up design, stepwise refinement and modular programming. Also referred to as Procesural programming.

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59.

Core concepts behind OOP;

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60.

Two Major Types of OOP Applications

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61.

Attempt to mimic real-world activities to improve

processes for the user to understand the real-world operations involving each

process.

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62.

Type of applications allow user to interact with

the program in graphical environment

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63.

In OOP terminology, it is a term that describes a group or collection of objects with

common properties.

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64.

Describes what attributes its objects will have and

what those objects will be able to do

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65.

These are the characteristics that define an object; they are properties of the object.

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66.

It can be defined as a template/blueprint that describes the

behavior/state that the object of its type supports:

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67.

Have states and behaviors.

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68.

basically a behavior.

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69.

Three principles of OOP

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70.

Is the final important concept in OOP terminology which literally means “many

forms”. It describes the feature of the languages that allows the same word or

symbol to be interpreted correctly in different situations based on the context.

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71.

A contract between a class and the outside world.

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72.

A namespace for organizing classes and interfaces in a logical manner

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73.

Is a self-contained block of program code that carries out some action,

similar to the procedure in a procedural program (Structured Program)

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74.

It is where the logics are written, data is manipulated and all the actions

are executed. Also, it is basically a behavior.

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75.

Version type of Tiger

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76.

Code Name for Java SE 6 Edition

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77.

JDK Beta code name

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