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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. Programming that allows the programmer to manipulate objects.






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






3. An object of a class.






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






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






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






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






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






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






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






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






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






13. Describes the class's properties.






14. Describes how to perform the procedure.






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






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






17. 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.






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






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






20. All objects have which two characteristics?






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






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






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






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






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






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






27. 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.






28. When an object unintentionally overlaps with another.






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






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






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






32. A sequence of actions that simulate movement.






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






34. An objects sense of direction.






35. 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.






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






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






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






39. 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.






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






41. A systematic process for determining user expectations.






42. An object of the class.






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






44. 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.






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






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






47. 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.






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






49. An error or break in a software program.






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







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