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 defined start and end point in a quality assurance program.






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






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






4. When an object unintentionally overlaps with another.






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






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






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






8. All objects have which two characteristics?






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






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






11. 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.






12. 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.






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






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






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






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






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






18. 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.






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






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






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






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






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






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






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






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






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






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






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






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






31. A systematic process for determining user expectations.






32. An object's sense of direction.






33. 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.






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






35. An object of the class.






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






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






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






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






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






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






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






43. Describes how to perform the procedure.






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






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






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






47. 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.






48. Errors in the syntax of a computer program.






49. Describes the class's properties.






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