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. An object of a class.






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






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






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






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






6. A systematic process for determining user expectations.






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






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






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






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






11. 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.






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






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






14. 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.






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






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






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






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






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






20. An object of the class.






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






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






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






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






25. 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.






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






27. Programming that allows the programmer to manipulate objects.






28. Describes how to perform the procedure.






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






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






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






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






33. Describes the class's properties.






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






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






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






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






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






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






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






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






42. 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.






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






44. A sequence of actions that simulate movement.






45. 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.






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






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






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






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






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