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






2. When an object unintentionally overlaps with another.






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






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






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






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






8. An object's sense of direction.






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






10. An object of the class.






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






12. A sequence of actions that simulate movement.






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






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






15. 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.






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






17. An error or break in a software program.






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






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






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






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






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






23. 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.






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






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






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






27. A specification - such as a blueprint or pattern and a set of instructions - of how to construct something.






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






29. 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.






30. 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.






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






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






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






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






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






36. An object of a class.






37. Describes how to perform the procedure.






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






39. All objects have which two characteristics?






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






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






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






43. Describes the class's properties.






44. Programming that allows the programmer to manipulate objects.






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






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






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






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






49. An objects sense of direction.






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