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51 Multiple choice questions

  1. A language's set of rules.
  2. simple data, such as a number.
  3. The ability to create methods that act appropriately depending on the context.
  4. An alternative name for a class.
  5. The values of an objects attributes.
  6. The technique of packaging an object's attributes and methods into a cohesive unit that can be used as an undivided entity.
  7. Start with a forward slash and an asterisk (/) and end with an asterisk and a forward slash (/). Block comments can appear on a line by themselves, on a line before executable code, or after executable code.
  8. Displays a line of output on the screen, but the cursor does not advance to a new line; it remains on the same line as the output.
  9. The most basic circuitry-level language.
  10. Allows you to use a vocabulary of reasonable terms such as read, write or add instead of the sequence of on/off switches that perform these tasks.
  11. Involves executing the various statements and methods in the correct order to produce the desired results.
  12. The process of removing all syntax and logical errors from the program.
  13. Contained within a pair of curly braces({}) and includes all the instructions executed by the method.
  14. A style of creating identifiers in which the first letter is not capitalized, but each new word is.
  15. Type of logical errors that occur when you use a correct word in the wrong context.
  16. The ability to extend a class so as to create a more specific class that contains all the attributes and methods of a more general class; the extended class usually contains new attributes or methods as well.
  17. A device you use without regard for the internal mechanisms.
  18. Includes the method name and information about what will pass into and be returned from a method
  19. Any combination of spaces, tabs, and carriage returns (blank lines). You use whitespace to organize your program code and make it easier to read.
  20. The collective value of all an object's attributes at any point in time.
  21. The statements you write when you create a program.
  22. A special set of tags within angle brackets to create documentation from within a program.
  23. Built into the C# compiler, holds commonly used classes.
  24. An object's values.
  25. The name of a program component such as a variable, class, or method
  26. Displays a line of output on the screen, positions the cursor on the next line, and waits for additional output.
  27. A category of objects or a type of object.
  28. A programming technique that features objects, classes, encapsulation, interfaces, polymorphism, and inheritance.
  29. The language into which source code statements are compiled.
  30. An objects characteristics
  31. Start with two forward slashes (//) and continue to the end of the current line. Line comments can appear on a line by themselves, or at the end of a line following executable code.
  32. Program elements that are instances of a class.
  33. A computer program that translates high-level language statements into machine code.
  34. A request for input that appears at the beginning of the command line.
  35. A style of creating identifiers in which the first letter of all new words in a variable name, even the first one, is capitalized.
  36. represent information that a method needs to perform its task. An argument is the expression used when you call a method, while a parameter is an object or reference that is declared in a method definition; that is where the method instructions are written.
  37. Set of instructions that you write to tell a computer what to do.
  38. Predefined and reserved identifiers that have special meaning to the compiler.
  39. A compartmentalized program unit that accomplishes tasks.
  40. The line on which you type a command in a system that uses a text interface
  41. Nonexecuting statements that you add to document a program.
  42. An object-oriented and component-oriented language. It exists as part of Visual Studio 2008, a package used for developing applications for the Windows family of operating systems.
  43. Named computer memory location that hold values that may vary.
  44. Defines the circumstances under which a method or class can be accessed; public access is the most liberal type of access.
  45. A compiler that translates intermediate code into executable code.
  46. The interaction between a method and an object.
  47. a series of characters that is used exactly as entered.
  48. An error that occurs when a programming language is used incorrectly.
  49. A scheme that provides a way to group similar classes.
  50. A series of steps or operations to manipulate values.
  51. An identifier with an @ prefix.