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






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






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






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






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






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






7. An objects sense of direction.






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






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






10. All objects have which two characteristics?






11. An object of the class.






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






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






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






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






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






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






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






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






20. An object's sense of direction.






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






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






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






24. Programming that allows the programmer to manipulate objects.






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






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






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






28. An object of a class.






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






30. A systematic process for determining user expectations.






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






32. When an object unintentionally overlaps with another.






33. 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.






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






35. 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.






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






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






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






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






40. Errors in the syntax of a computer program.






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






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






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






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






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






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






47. A sequence of actions that simulate movement.






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






49. 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.






50. 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.