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






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






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






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






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






7. An object of the class.






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






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






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






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






12. A systematic process for determining user expectations.






13. An object's sense of direction.






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






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






16. Describes the class's properties.






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






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






19. 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.






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






21. An error or break in a software program.






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






23. An object of a class.






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






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






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






27. 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.






28. 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.






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






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






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






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






33. All objects have which two characteristics?






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






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






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






37. 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.






38. An objects sense of direction.






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






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






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






42. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






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