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AP Computer Science

Subjects : it-skills, ap
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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. Applying the same test case to many parts of a software program.

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

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

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

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

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

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

8. Process of finding and removing bugsor errorsin a computer program.

9. An objects sense of direction.

10. 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.

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

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

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

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

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

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

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

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

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

20. Describes the class's properties.

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

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

23. Errors in the syntax of a computer program.

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

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

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

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

28. A sequence of actions that simulate movement.

29. 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.

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

31. Programming that allows the programmer to manipulate objects.

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

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

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

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

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

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

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

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

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

41. An error or break in a software program.

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

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

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

45. 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.

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

47. An object of the class.

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

49. An object of a class.

50. 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.