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AP Computer Science

Subjects : it-skills, ap
Instructions:
  • Answer 50 questions in 15 minutes.
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  • 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. More specific types of a class.






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






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






4. All objects have which two characteristics?






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






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






7. An object of the class.






8. When an object unintentionally overlaps with another.






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






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






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






12. An object's sense of direction.






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






14. An error or break in a software program.






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






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






17. An objects sense of direction.






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






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






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






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






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






23. 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.






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






25. 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.






26. Describes the class's properties.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






42. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






50. A systematic process for determining user expectations.







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