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AP Computer Science

Subjects : it-skills, ap
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. Describes how to perform the procedure.






2. A process to identify and remove repetitive programming statements from a main program - and put them into their own procedure.






3. A specification - such as a blueprint or pattern and a set of instructions - of how to construct something.






4. A statement that can execute a section of code multiple times.






5. Programming that allows the programmer to manipulate objects.






6. Detailed - ordered list of the actions each object performs in each scene of the animation.






7. The three dimensional x - y - and z coordinates that each object resides on. They can be manipulated to change the object's position and appearance.






8. When an object unintentionally overlaps with another.






9. Answers questions about an object - such as its distance to another object.






10. A variable declared inside the body of the method to temporarily store values - such as references to objects or integers.






11. A piece of program code that defines how the object should execute a task.






12. The general set of instructions and rules that objects will follow.






13. Boolean operators (AND - OR and NOT).






14. A sequence of actions that simulate movement.






15. A field used to store information about the class to use immediately or later.






16. Tell the objects in the animation how to perform tasks.






17. A systematic process for determining user expectations.






18. Tell Alice3 how to implement the instructions in a program.






19. Used to pass values to methods to specify how objects are to move - or to tell objects what type of response we expect when we ask objects a question.






20. Applying the same test case to many parts of a software program.






21. A piece of code that sends a message to an object asking it to perform an action.






22. Notes that help other programmers understand what the code in your program does.






23. Errors in the syntax of a computer program.






24. All objects have which two characteristics?






25. This control performs a process while a condition is true; otherwise it will stop the instructions.






26. A technique used to command newly-created instances to perform different actions.






27. Each subclass receives the methods and properties of its superclass.






28. Defines what all instances of each class are capable of doing. The behavior of each instance is determined by the source code of its class.






29. A special kind of method that is automatically executed whenever a new instance of the class is created.






30. A lexical unit used to perform basic mathematical operations by taking two operands and returning the result of the mathematical calculation.






31. Symbols that can be used to combine multiple boolean expressions into one boolean expression.






32. A loop that will continue until a specific condition occurs; then the loop ends.






33. Access - return type - name - and parameters for a method.






34. A software tool used by computer programmers to develop software applications that includes tools for writing - editing - compiling - deploying - and debugging programs.






35. Control structure that allows you to execute specific sections of the code a number of times.






36. The process of finding software bugs in a software program






37. A defined start and end point in a quality assurance program.






38. A set of instructions - or programmed code - for how the object should perform a task.






39. Set of operations or tasks that instances of a class can perform. When a method is invoked - it will perform the operation or task specified in the source code.






40. This control performs a process if a condition is true; otherwise it performs another process.






41. Each subclass can use (inherits) the methods from its superclass.






42. Called a 'requirements specification' in computing - this is a story in the form of a problem to solve or task to perform.






43. Notes that help other programmers understand what your program does.






44. A position number in the array object that specifies which array element to access.






45. An object that holds multiple variables. An index can be used to access the variables.






46. A lexical unit used to express a relation - such as equality or greater than - between two expressions.






47. A set of conditions or variables with which a test engineer will determine if a software program is working correctly.






48. The specifications that define the appearance and movement of a 3D object.






49. A set of data with values having predefined characteristics.






50. A keyword that indicates that a new object is being created.







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