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






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






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






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






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






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






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






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






10. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






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






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






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






21. More specific types of a class.






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






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






24. 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.






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






26. An object of the class.






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






28. An object of a class.






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






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






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






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






33. A sequence of actions that simulate movement.






34. Errors in the syntax of a computer program.






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






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






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






38. An object's sense of direction.






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






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






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






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






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






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






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






46. 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.






47. Describes the class's properties.






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






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






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