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






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






3. 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.






4. More specific types of a class.






5. An objects sense of direction.






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






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






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






9. Describes how to perform the procedure.






10. An object's sense of direction.






11. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






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






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






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






23. Describes the class's properties.






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






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






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






27. 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.






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






29. All objects have which two characteristics?






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






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






32. 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.






33. When an object unintentionally overlaps with another.






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






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






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






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






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






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






40. 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.






41. 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.






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






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






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






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






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






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






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






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






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