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






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






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






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






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






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






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






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






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






10. 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.






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






12. 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.






13. All objects have which two characteristics?






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






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






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






17. An object's sense of direction.






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






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






20. An objects sense of direction.






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






22. 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.






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






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






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






26. When an object unintentionally overlaps with another.






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






28. 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.






29. Programming that allows the programmer to manipulate objects.






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






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






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






33. Describes how to perform the procedure.






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






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






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






37. An object of a class.






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






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






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






41. Describes the class's properties.






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






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






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






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






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






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






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






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






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






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