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 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.






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






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






4. Programming that allows the programmer to manipulate objects.






5. An object of a class.






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






7. Describes how to perform the procedure.






8. Describes the class's properties.






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






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






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






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






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






14. A sequence of actions that simulate movement.






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






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






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






18. 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.






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






20. 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.






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






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






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






24. 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.






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






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






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






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






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






30. An objects sense of direction.






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






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






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






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






35. Errors in the syntax of a computer program.






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






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






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






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






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






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






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






43. A systematic process for determining user expectations.






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






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






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






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






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






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






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