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






2. 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.






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






4. 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.






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






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






7. When an object unintentionally overlaps with another.






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






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






10. 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.






11. Describes how to perform the procedure.






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






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






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






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






16. 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.






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






18. An object's sense of direction.






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






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






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






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






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






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






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






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






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






28. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






36. A systematic process for determining user expectations.






37. More specific types of a class.






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






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






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






41. Describes the class's properties.






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






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






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






45. An error or break in a software program.






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






47. Programming that allows the programmer to manipulate objects.






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






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






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







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