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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 set of data with values having predefined characteristics.






2. Describes the class's properties.






3. 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.






4. An object of the class.






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






6. Errors in the syntax of a computer program.






7. 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.






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






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






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






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






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






13. Programming that allows the programmer to manipulate objects.






14. When an object unintentionally overlaps with another.






15. 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.






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






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






18. All objects have which two characteristics?






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






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






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






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






23. A place in memory where data of a specific type can be stored for later retrieval and use.






24. More specific types of a class.






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






26. 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.






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






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






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






30. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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







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