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






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






3. An object's sense of direction.






4. 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.






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






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






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






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






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






10. An objects sense of direction.






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






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






13. 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.






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






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






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






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






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






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






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






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






22. More specific types of a class.






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






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






25. A systematic process for determining user expectations.






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






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






28. 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.






29. An error or break in a software program.






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






31. An object of the class.






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






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






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






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






36. An object of a class.






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






38. Errors in the syntax of a computer program.






39. 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.






40. 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.






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






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






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






44. When an object unintentionally overlaps with another.






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






46. A sequence of actions that simulate movement.






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






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






49. Programming that allows the programmer to manipulate objects.






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







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