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 memory that the instance of the class has. That memory can be saved and accessed later as long as the instance exists.






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






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






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






5. 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.






6. A sequence of actions that simulate movement.






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






8. 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.






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






10. 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.






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






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






13. Errors in the syntax of a computer program.






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






15. An objects sense of direction.






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






17. An object's sense of direction.






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






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






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






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






22. All objects have which two characteristics?






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






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






25. Programming that allows the programmer to manipulate objects.






26. Describes how to perform the procedure.






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






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






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






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






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






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






33. 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.






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






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






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






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






38. 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.






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






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






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






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






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






44. Describes the class's properties.






45. More specific types of a class.






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






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






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






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






50. 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.