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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. An object's sense of direction.






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






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






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






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






6. Programming that allows the programmer to manipulate objects.






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






8. 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.






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






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






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






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






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






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






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






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






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






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






19. Describes how to perform the procedure.






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






21. All objects have which two characteristics?






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






23. Describes the class's properties.






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






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






26. 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.






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






28. 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.






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






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






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






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






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






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






35. 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.






36. 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.






37. 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.






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






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






40. A sequence of actions that simulate movement.






41. When an object unintentionally overlaps with another.






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






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






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






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






46. More specific types of a class.






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






48. An error or break in a software program.






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






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







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