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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 statement that can execute a section of code multiple times.






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






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






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






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






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






7. Describes how to perform the procedure.






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






9. Errors in the syntax of a computer program.






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






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






12. When an object unintentionally overlaps with another.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






28. 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.






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






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






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






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






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






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






35. Programming that allows the programmer to manipulate objects.






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






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






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






39. 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.






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






41. An error or break in a software program.






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






43. Describes the class's properties.






44. 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.






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






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






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






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






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






50. 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.







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