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's sense of direction.






2. 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.






3. 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.






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






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






6. An error or break in a software program.






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






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






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






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






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






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






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






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






16. All objects have which two characteristics?






17. Errors in the syntax of a computer program.






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






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






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






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






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






24. Describes how to perform the procedure.






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






26. When an object unintentionally overlaps with another.






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






28. A sequence of actions that simulate movement.






29. 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.






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






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






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






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






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






35. An object of a class.






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






37. Describes the class's properties.






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






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






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






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






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






43. A systematic process for determining user expectations.






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






45. Programming that allows the programmer to manipulate objects.






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






47. An objects sense of direction.






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






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






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