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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 systematic process for determining user expectations.






2. 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.






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






4. An error or break in a software program.






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






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






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






8. Errors in the syntax of a computer program.






9. An object of a class.






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






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






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






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






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






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






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






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






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






19. Describes how to perform the procedure.






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






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






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






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






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






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






26. 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.






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






28. 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.






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






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






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






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






33. 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.






34. Programming that allows the programmer to manipulate objects.






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






36. When an object unintentionally overlaps with another.






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






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






39. All objects have which two characteristics?






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






41. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






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






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







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