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 can use (inherits) the methods from its superclass.






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






3. Describes the class's properties.






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






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






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






7. Programming that allows the programmer to manipulate objects.






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






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






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






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






12. A systematic process for determining user expectations.






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






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






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






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






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






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






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






20. 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.






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






22. An object of the class.






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






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






25. Describes how to perform the procedure.






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






27. A sequence of actions that simulate movement.






28. All objects have which two characteristics?






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






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






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






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






33. An error or break in a software program.






34. 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.






35. 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.






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






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






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






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






40. Errors in the syntax of a computer program.






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






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






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






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






45. 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.






46. Access - return type - name - and parameters for a method.






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






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






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






50. An object of a class.