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






2. 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.






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 set of data with values having predefined characteristics.






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






6. An object's sense of direction.






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






8. Describes how to perform the procedure.






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






10. 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.






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






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






13. Programming that allows the programmer to manipulate objects.






14. When an object unintentionally overlaps with another.






15. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






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






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






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






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






28. Errors in the syntax of a computer program.






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






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






31. An object of a class.






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






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






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






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






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






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






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






39. 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.






40. An objects sense of direction.






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






43. More specific types of a class.






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






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






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






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






48. Describes the class's properties.






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






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