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






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






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






4. More specific types of a class.






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






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






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






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






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






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






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






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






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






14. When an object unintentionally overlaps with another.






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






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






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






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






19. A sequence of actions that simulate movement.






20. An objects sense of direction.






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






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






23. A systematic process for determining user expectations.






24. Describes how to perform the procedure.






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






26. 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.






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






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






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






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






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






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






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






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






35. Describes the class's properties.






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






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






38. An object of a class.






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






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






41. 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.






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






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






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






45. 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.






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






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






48. 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.






49. An object's sense of direction.






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







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