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






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






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






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






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






6. An object of the class.






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






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






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






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






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






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






13. 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.






14. 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.






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






16. 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.






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






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






19. More specific types of a class.






20. A defined start and end point in a quality assurance program.






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






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. An object of a class.






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






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






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






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






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






29. An objects sense of direction.






30. 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.






31. A systematic process for determining user expectations.






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






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






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






35. When an object unintentionally overlaps with another.






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






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






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






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






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






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






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






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






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






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






46. Describes the class's properties.






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






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






49. An error or break in a software program.






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