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






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






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






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






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






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






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






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






9. An object of the class.






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






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






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






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






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






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






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






17. Describes the class's properties.






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






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






20. An object of a class.






21. 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.






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






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






24. 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.






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






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






27. Errors in the syntax of a computer program.






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






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






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






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






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






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






34. All objects have which two characteristics?






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






36. More specific types of a class.






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






38. 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.






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






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






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






42. Describes how to perform the procedure.






43. An object's sense of direction.






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






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






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






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






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






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






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







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