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. 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.






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






4. Describes the class's properties.






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






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






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






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






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






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






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






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






13. 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.






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






15. Errors in the syntax of a computer program.






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






17. Describes how to perform the procedure.






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






19. A sequence of actions that simulate movement.






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






21. An error or break in a software program.






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






23. Programming that allows the programmer to manipulate objects.






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






25. An objects sense of direction.






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






27. 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.






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






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






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






31. 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.






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






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






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






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






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






37. More specific types of a class.






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






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






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






41. An object of the class.






42. When an object unintentionally overlaps with another.






43. 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.






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






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






46. An object's sense of direction.






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






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






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






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