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






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






3. A systematic process for determining user expectations.






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






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






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






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






8. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






15. 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.






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






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






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






19. An objects sense of direction.






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






21. A sequence of actions that simulate movement.






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






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






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






25. 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.






26. A technique used to command newly-created instances to perform different actions.






27. More specific types of a class.






28. An object of the class.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






44. 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.






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






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






47. Describes the class's properties.






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






49. An object of a class.






50. All objects have which two characteristics?