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






2. Programming that allows the programmer to manipulate objects.






3. 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.






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






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






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






7. A systematic process for determining user expectations.






8. 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.






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






10. More specific types of a class.






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






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






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






14. 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.






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






16. 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.






17. An objects sense of direction.






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






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






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






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






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






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






24. When an object unintentionally overlaps with another.






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






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






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






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. An error or break in a software program.






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






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






32. A set of instructions - or programmed code - for how the object should perform a task.






33. 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.






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






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






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






37. All objects have which two characteristics?






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






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






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






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






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






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






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






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






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






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






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






50. Describes the class's properties.