Test your basic knowledge |

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






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






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






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






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






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






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






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






10. Describes the class's properties.






11. 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.






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






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






14. A sequence of actions that simulate movement.






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






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






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






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






19. 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.






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






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






22. A systematic process for determining user expectations.






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






24. When an object unintentionally overlaps with another.






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






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






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






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






29. 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.






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






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






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






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






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






35. More specific types of a class.






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






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






38. 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.






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






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






41. An object's sense of direction.






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






43. An error or break in a software program.






44. An object of a class.






45. Describes how to perform the procedure.






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






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






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






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






50. Programming that allows the programmer to manipulate objects.