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. Boolean operators (AND - OR and NOT).






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






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






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






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






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






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






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






9. 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.






10. An objects sense of direction.






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






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






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






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






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






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






17. When an object unintentionally overlaps with another.






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






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






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






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






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






24. 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.






25. An object of a class.






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






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






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






29. An object of the class.






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






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






32. 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.






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






34. 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.






35. Describes how to perform the procedure.






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






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






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






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






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






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






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






43. An error or break in a software program.






44. More specific types of a class.






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






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






47. A systematic process for determining user expectations.






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






49. Errors in the syntax of a computer program.






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