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






2. 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.






3. A systematic process for determining user expectations.






4. Describes how to perform the procedure.






5. Series of illustrated images that represent the main scenes in the animation.






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






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






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






9. Word at the beginning of the method that tells us what type of information a method call will return.






10. An object from a class once its created and added to the scene.






11. Programming that allows the programmer to manipulate objects.






12. Translates the source code into a machine code that the computer can understand. This ensures that you added the source code or class correctly before you proceed.






13. A loop that causes the code to keep executing. The code does not stop because the end to the code isn't established.






14. All objects have which two characteristics?






15. Control structure that allows you to select specific sections of code to be executed.






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






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






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






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






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






21. 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.






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






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






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






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






26. The more generic - overarching class of a group of classes.






27. An object of a class.






28. When an object unintentionally overlaps with another.






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






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






31. A technique that allows a class to use a method from another class or object. The dot between the class/object name and the method name indicates that the method comes from a different class or object.






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






33. Process of finding and removing bugs—or errors—in a computer program.






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






35. An object's sense of direction.






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






37. A list of actions to perform a task or solve a problem.






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






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






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






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






42. A list of instructions that are required to accomplish a task.






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






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






45. The systematic process of checking to see whether a product being developed is meeting specified requirements.






46. The memory that the instance of the class has. That memory can be saved and accessed later as long as the instance exists.






47. This allows the programmer to adjust the object - motion - distance amount and time duration.






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






49. A type of item stored in an array - such as a string or integer - accessed using an index.






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






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