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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 list of instructions that are required to accomplish a task.






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






3. 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.






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






5. An error or break in a software program.






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






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






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






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






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






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






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






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






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






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 sequence of actions that simulate movement.






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






18. 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.






19. All objects have which two characteristics?






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






21. An objects sense of direction.






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






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






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






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






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






27. An object's sense of direction.






28. An object of the class.






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






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






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






32. 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.






33. A systematic process for determining user expectations.






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






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






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






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






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






39. 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.






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






41. Errors in the syntax of a computer program.






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






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






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






45. 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.






46. Describes the class's properties.






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






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






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






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







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