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. 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.






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






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






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






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






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






7. 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.






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






9. 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.






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






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






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






13. Errors in the syntax of a computer program.






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






15. An error or break in a software program.






16. A systematic process for determining user expectations.






17. Programming that allows the programmer to manipulate objects.






18. When an object unintentionally overlaps with another.






19. An objects sense of direction.






20. An object of a class.






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






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






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






24. An object from a class once its created and added to the scene.






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






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






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






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






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






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






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






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






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






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






35. 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.






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






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






38. 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.






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






40. A sequence of actions that simulate movement.






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






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






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






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






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






46. All objects have which two characteristics?






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






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






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