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






2. 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.






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






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






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






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






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






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






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






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






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






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






13. Errors in the syntax of a computer program.






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






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






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






17. An objects sense of direction.






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






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






20. An error or break in a software program.






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






22. The more generic - overarching class of a group of classes.






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






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






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






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






27. 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.






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






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






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






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






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






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






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






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






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






37. 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.






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






39. A sequence of actions that simulate movement.






40. An object of the class.






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






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






43. More specific types of a class.






44. An object's sense of direction.






45. Describes the class's properties.






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






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






48. 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.






49. An object of a class.






50. 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.