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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. The process of finding software bugs in a software program






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






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






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






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






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






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






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






9. 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.






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






11. 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.






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






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






14. A position number in the array object that specifies which array element to access.






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






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






17. 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.






18. Describes how to perform the procedure.






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






20. All objects have which two characteristics?






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






22. A sequence of actions that simulate movement.






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






24. An object of a class.






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






26. Errors in the syntax of a computer program.






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






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






29. When an object unintentionally overlaps with another.






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






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






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






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






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






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






36. Describes the class's properties.






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






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






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






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






41. An objects sense of direction.






42. 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.






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






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






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






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






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






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






49. 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.






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







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