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






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






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






4. An error or break in a software program.






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






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






7. A sequence of actions that simulate movement.






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






9. A systematic process for determining user expectations.






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






11. 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.






12. Describes how to perform the procedure.






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






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






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






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






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






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






19. 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.






20. An objects sense of direction.






21. An object of the class.






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






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






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






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






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






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






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






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






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






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






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






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






34. 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.






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






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






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






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






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






40. 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.






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






42. 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.






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






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






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






46. Describes the class's properties.






47. 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.






48. An object's sense of direction.






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






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