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






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






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






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






5. Symbols that compare two random values in a method.






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






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






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






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






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






11. The template that defines the substance of an object - such as its appearance - features - and movement.






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






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






14. An object of a class.






15. Describes the class's properties.






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






17. Describes how to perform the procedure.






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






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






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






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






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






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






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






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






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






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






28. An object's sense of direction.






29. A method call instructs the instance to perform an operation ortask. You can read the method to understand what operation or task is to be performed.






30. A sequence of actions that simulate movement.






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






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






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






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






35. 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.






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






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






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






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






41. 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.






42. 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.






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






44. An object of the class.






45. Programming that allows the programmer to manipulate objects.






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






47. When an object unintentionally overlaps with another.






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






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






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







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