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






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






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






4. 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.






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






6. Describes the class's properties.






7. An object's sense of direction.






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






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






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






11. More specific types of a class.






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






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






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






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






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






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






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






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






20. Describes how to perform the procedure.






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






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






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






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






25. An error or break in a software program.






26. 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.






27. 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.






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






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






30. An objects sense of direction.






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






32. When an object unintentionally overlaps with another.






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






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






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






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






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






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






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






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






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






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






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






44. 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.






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






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






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






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






49. Programming that allows the programmer to manipulate objects.






50. 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.