Test your basic knowledge |

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






2. An error or break in a software program.






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






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






5. An objects sense of direction.






6. Programming that allows the programmer to manipulate objects.






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






8. A systematic process for determining user expectations.






9. 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.






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






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






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






13. An object of a class.






14. A sequence of actions that simulate movement.






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






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






17. 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.






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






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






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






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






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






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






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






25. 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.






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






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






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






29. Describes how to perform the procedure.






30. Errors in the syntax of a computer program.






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






32. Describes the class's properties.






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






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






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






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






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






38. 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.






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






40. When an object unintentionally overlaps with another.






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






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






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






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






45. 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.






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






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






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






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






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







Sorry!:) No result found.

Can you answer 50 questions in 15 minutes?


Let me suggest you:



Major Subjects



Tests & Exams


AP
CLEP
DSST
GRE
SAT
GMAT

Most popular tests