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






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






3. 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.






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






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






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






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






8. Describes the class's properties.






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






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






11. 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.






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






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






14. When an object unintentionally overlaps with another.






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






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






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






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






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






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






21. More specific types of a class.






22. A systematic process for determining user expectations.






23. Errors in the syntax of a computer program.






24. A sequence of actions that simulate movement.






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






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






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






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






29. An error or break in a software program.






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






31. Describes how to perform the procedure.






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






33. 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.






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






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






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






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






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






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






40. Programming that allows the programmer to manipulate objects.






41. An objects sense of direction.






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






43. All objects have which two characteristics?






44. An object's sense of direction.






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






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






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






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






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






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







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