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






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






3. 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.






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






5. An objects sense of direction.






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






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






8. Programming that allows the programmer to manipulate objects.






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






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






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






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






13. Describes how to perform the procedure.






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






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






16. A systematic process for determining user expectations.






17. A sequence of actions that simulate movement.






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






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






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






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






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






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






24. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






40. When an object unintentionally overlaps with another.






41. 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.






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






43. 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.






44. An object's sense of direction.






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






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






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






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






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






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







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