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. The process of finding software bugs in a software program






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






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






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






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






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






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






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






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






11. Describes how to perform the procedure.






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






13. 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.






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






15. 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.






16. All objects have which two characteristics?






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






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






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






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






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






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






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






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






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






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






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






28. An objects sense of direction.






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






30. An object of the class.






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






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






33. Describes the class's properties.






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






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






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






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






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






39. When an object unintentionally overlaps with another.






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






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






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






43. An object of a class.






44. 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.






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






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






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






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






49. 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.






50. 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.