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. All objects have which two characteristics?






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






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






4. An object's sense of direction.






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






6. 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.






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






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






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






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






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






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






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






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






15. An objects sense of direction.






16. 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.






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






18. A sequence of actions that simulate movement.






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






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






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






22. A systematic process for determining user expectations.






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






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






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






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






27. An object of the class.






28. 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.






29. 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.






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






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






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






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






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






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






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






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






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






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






41. An error or break in a software program.






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






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






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






45. Describes the class's properties.






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






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






48. Describes how to perform the procedure.






49. 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.






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