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






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






3. An object's sense of direction.






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






5. 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.






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






7. 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.






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






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






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






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






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






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






14. Programming that allows the programmer to manipulate objects.






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






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






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






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






19. 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.






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






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






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






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






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






25. An error or break in a software program.






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






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






28. 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.






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






30. The memory that the instance of the class has. That memory can be saved and accessed later as long as the instance exists.






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






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






33. A systematic process for determining user expectations.






34. An object of a class.






35. An object of the class.






36. Describes the class's properties.






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






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






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






40. 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.






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






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






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






44. 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.






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






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






47. 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.






48. An objects sense of direction.






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






50. A sequence of actions that simulate movement.