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






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






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






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






5. An object's sense of direction.






6. 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.






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






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






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






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






11. Symbols that can be used to combine multiple boolean expressions into one boolean expression.






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






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






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






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






16. An objects sense of direction.






17. An object of the class.






18. An object of a class.






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






20. 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.






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






22. Describes how to perform the procedure.






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






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






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






26. 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.






27. Describes the class's properties.






28. 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.






29. 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.






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






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






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. A sequence of actions that simulate movement.






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






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






36. A systematic process for determining user expectations.






37. Errors in the syntax of a computer program.






38. Programming that allows the programmer to manipulate objects.






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






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






41. An error or break in a software program.






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






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






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






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






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






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






48. When an object unintentionally overlaps with another.






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






50. More specific types of a class.