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. 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.






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






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






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






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






6. More specific types of a class.






7. 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.






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






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






10. A systematic process for determining user expectations.






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






12. A sequence of actions that simulate movement.






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






14. 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.






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






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






17. When an object unintentionally overlaps with another.






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






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






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






22. An objects sense of direction.






23. 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.






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






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






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






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






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






29. Describes how to perform the procedure.






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






31. An object of a class.






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






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






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






35. An object of the class.






36. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






42. An object's sense of direction.






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






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






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






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






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






48. 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.






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






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