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






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






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






4. 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.






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






6. Errors in the syntax of a computer program.






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






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






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






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






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






12. An objects sense of direction.






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






14. An object of a class.






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






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






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






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






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






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






21. 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.






22. 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.






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






24. Describes how to perform the procedure.






25. A software tool used by computer programmers to develop software applications that includes tools for writing - editing - compiling - deploying - and debugging programs.






26. A systematic process for determining user expectations.






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






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






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






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






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






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






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






34. All objects have which two characteristics?






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






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






37. An error or break in a software program.






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






39. When an object unintentionally overlaps with another.






40. An object of the class.






41. 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.






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






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






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






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






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






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






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






49. An object's sense of direction.






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