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






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






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






4. Describes how to perform the procedure.






5. An object of a class.






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






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






8. An error or break in a software program.






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






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






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






13. 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.






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






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






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






17. All objects have which two characteristics?






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






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






20. 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.






21. An object of the class.






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






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






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






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






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






27. An object's sense of direction.






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






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






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






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






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






33. A systematic process for determining user expectations.






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






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






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






37. Errors in the syntax of a computer program.






38. Programming that allows the programmer to manipulate objects.






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






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






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






42. 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.






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






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






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






46. 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.






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






48. An objects sense of direction.






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






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