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AP Computer Science

Subjects : it-skills, ap
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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. Control structure that allows you to execute specific sections of the code a number of times.

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

3. More specific types of a class.

4. Errors in the syntax of a computer program.

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

6. A sequence of actions that simulate movement.

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

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

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

10. When an object unintentionally overlaps with another.

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

12. An object of a class.

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

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

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

16. Programming that allows the programmer to manipulate objects.

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

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

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

20. Describes how to perform the procedure.

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

22. 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.

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

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

25. Describes the class's properties.

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

27. An object of the class.

28. A systematic process for determining user expectations.

29. 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.

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

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

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

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

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

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

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

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

38. 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.

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

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

41. 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.

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

43. 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.

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

45. 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.

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

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

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

49. An error or break in a software program.

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