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






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






3. More specific types of a class.






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






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






6. Describes the class's properties.






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






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






9. 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.






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






11. Describes how to perform the procedure.






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






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






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






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






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






17. 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.






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






19. When an object unintentionally overlaps with another.






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






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






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






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






24. All objects have which two characteristics?






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






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






27. 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.






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






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






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






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






32. 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.






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






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






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






36. An object of a class.






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






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






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






40. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






49. Errors in the syntax of a computer program.






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