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






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






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






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






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






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






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






8. 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.






9. Process of finding and removing bugsor errorsin a computer program.






10. 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.






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






12. More specific types of a class.






13. An objects sense of direction.






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






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






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






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






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






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






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






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






22. Describes how to perform the procedure.






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






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






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






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






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






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






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






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






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






32. An object's sense of direction.






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






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






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






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






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






38. A sequence of actions that simulate movement.






39. An error or break in a software program.






40. 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.






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






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






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






44. When an object unintentionally overlaps with another.






45. Describes the class's properties.






46. 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.






47. 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.






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






49. 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.






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