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






3. More specific types of a class.






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






5. An object's sense of direction.






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






7. An object of the class.






8. Errors in the syntax of a computer program.






9. An objects sense of direction.






10. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






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






19. 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.






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






22. A systematic process for determining user expectations.






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






24. Describes how to perform the procedure.






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






26. When an object unintentionally overlaps with another.






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






28. 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.






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






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






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






32. All objects have which two characteristics?






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






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






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






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






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






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






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






40. 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.






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






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






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






44. 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.






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






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






47. Describes the class's properties.






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






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






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






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