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. 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.






2. An object of a class.






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






4. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






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






13. An object's sense of direction.






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






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






16. 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.






17. Describes how to perform the procedure.






18. An objects sense of direction.






19. An error or break in a software program.






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






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






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






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






24. Programming that allows the programmer to manipulate objects.






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






26. Describes the class's properties.






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






28. When an object unintentionally overlaps with another.






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






30. An object of the class.






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






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






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






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






35. 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.






36. 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.






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






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






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






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






41. More specific types of a class.






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






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






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






45. 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.






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






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






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






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






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