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






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






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






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






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






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






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






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






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






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






11. Describes the class's properties.






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






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






14. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






20. More specific types of a class.






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






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






23. When an object unintentionally overlaps with another.






24. Errors in the syntax of a computer program.






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






26. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






35. An object of a class.






36. A sequence of actions that simulate movement.






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






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






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






40. 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.






41. All objects have which two characteristics?






42. 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.






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






44. An objects sense of direction.






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






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






47. 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.






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






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