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






2. An objects sense of direction.






3. Describes the class's properties.






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






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






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






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






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






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






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






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






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






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






15. 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.






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






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






18. Programming that allows the programmer to manipulate objects.






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






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






21. All objects have which two characteristics?






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






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






24. Errors in the syntax of a computer program.






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






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






27. More specific types of a class.






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






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






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






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






32. An object's sense of direction.






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






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






35. When an object unintentionally overlaps with another.






36. A systematic process for determining user expectations.






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






38. A sequence of actions that simulate movement.






39. 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.






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






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






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






43. 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.






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






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






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






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






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






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






50. Describes how to perform the procedure.