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 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.






2. An object of a class.






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






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






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






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






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






8. 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.






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






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






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






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






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






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






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






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






17. When an object unintentionally overlaps with another.






18. 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.






19. An object of the class.






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






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






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






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






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






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






26. Programming that allows the programmer to manipulate objects.






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






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






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. All objects have which two characteristics?






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






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






33. More specific types of a class.






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






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






36. 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.






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






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






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






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






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






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






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






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






45. An object's sense of direction.






46. A systematic process for determining user expectations.






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






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






49. 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.






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