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. Applying the same test case to many parts of a software program.






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






4. A sequence of actions that simulate movement.






5. An object of the class.






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






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






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






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






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






11. When an object unintentionally overlaps with another.






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






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






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






15. All objects have which two characteristics?






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






17. An object of a class.






18. A systematic process for determining user expectations.






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






20. An object's sense of direction.






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






22. Describes the class's properties.






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






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






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






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






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






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






29. 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.






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






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






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






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






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






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






36. More specific types of a class.






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






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






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






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






41. 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.






42. Describes how to perform the procedure.






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






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






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






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






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






48. 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.






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






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