Test your basic knowledge |

AP Computer Science

Subjects : it-skills, ap
  • Answer 50 questions in 15 minutes.
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  • 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 loop that causes the code to keep executing. The code does not stop because the end to the code isn't established.

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

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

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

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

6. 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.

7. An object of the class.

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

9. 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.

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

11. 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.

12. Errors in the syntax of a computer program.

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

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

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

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

17. 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.

18. More specific types of a class.

19. 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.

20. Process of finding and removing bugsor errorsin a computer program.

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

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

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

24. Programming that allows the programmer to manipulate objects.

25. All objects have which two characteristics?

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

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

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

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

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

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

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

33. An objects sense of direction.

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

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

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

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

38. An object of a class.

39. An error or break in a software program.

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

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

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

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

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

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

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

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

48. 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.

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

50. Describes how to perform the procedure.