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. An object's sense of direction.






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






3. An object of a class.






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






5. A sequence of actions that simulate movement.






6. 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.






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






8. 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.






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






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






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






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






13. An object of the class.






14. Programming that allows the programmer to manipulate objects.






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






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






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






18. Errors in the syntax of a computer program.






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






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






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






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






23. All objects have which two characteristics?






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






25. An error or break in a software program.






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






27. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






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






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






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






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






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






42. An objects sense of direction.






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






44. Describes the class's properties.






45. Describes how to perform the procedure.






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






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






48. 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.






49. 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.






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