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. 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.






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






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






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






5. More specific types of a class.






6. An object of a class.






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






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






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






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






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






12. When an object unintentionally overlaps with another.






13. 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.






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






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






16. 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.






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






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






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






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






21. 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.






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






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






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






25. An objects sense of direction.






26. 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.






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






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






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






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






31. Programming that allows the programmer to manipulate objects.






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






33. An error or break in a software program.






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






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






36. An object's sense of direction.






37. 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.






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






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






40. All objects have which two characteristics?






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






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






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






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






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






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






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






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






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






50. An object of the class.