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






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






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






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






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






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






7. 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.






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






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






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






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






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






13. Describes the class's properties.






14. An object of the class.






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






16. An error or break in a software program.






17. All objects have which two characteristics?






18. 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.






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






20. An object of a class.






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






22. Errors in the syntax of a computer program.






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






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






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






26. A sequence of actions that simulate movement.






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






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






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






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






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






32. 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.






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






34. 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.






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






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






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






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






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






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






41. An objects sense of direction.






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






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






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






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






46. Describes how to perform the procedure.






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






48. 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.






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






50. 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.







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