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






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






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






4. A systematic process for determining user expectations.






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






6. Describes the class's properties.






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






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






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






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






11. 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.






12. 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.






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






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






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






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






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






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






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






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






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






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






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






24. An object's sense of direction.






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






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






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






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






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






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






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






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






33. Programming that allows the programmer to manipulate objects.






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






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






36. 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.






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






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






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






40. More specific types of a class.






41. When an object unintentionally overlaps with another.






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






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






44. Errors in the syntax of a computer program.






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






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






47. Describes how to perform the procedure.






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






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






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