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






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






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






4. Errors in the syntax of a computer program.






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






6. Describes the class's properties.






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






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






9. All objects have which two characteristics?






10. An objects sense of direction.






11. A sequence of actions that simulate movement.






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






13. 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.






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






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






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






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






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






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






20. 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.






21. 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.






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






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






24. 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.






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






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






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






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






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






30. An object of the class.






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






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






33. When an object unintentionally overlaps with another.






34. An object of a class.






35. An object's sense of direction.






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






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






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






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






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






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






42. 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.






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






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






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






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






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






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






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






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