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






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






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






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






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






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






7. 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.






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






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






10. All objects have which two characteristics?






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






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






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






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






15. Errors in the syntax of a computer program.






16. A systematic process for determining user expectations.






17. Describes how to perform the procedure.






18. Programming that allows the programmer to manipulate objects.






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






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






21. When an object unintentionally overlaps with another.






22. 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.






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






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






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






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






27. More specific types of a class.






28. An objects sense of direction.






29. 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.






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






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






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






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






34. An error or break in a software program.






35. 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.






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






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






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






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






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






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






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






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






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






45. 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.






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






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






48. 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.






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






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