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






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






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






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






5. 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.






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






7. A special kind of method that is automatically executed whenever a new instance of the class is created.






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






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






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






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






12. An error or break in a software program.






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






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






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






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






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






18. A sequence of actions that simulate movement.






19. 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.






20. 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.






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






22. Describes how to perform the procedure.






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






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






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






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






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






28. More specific types of a class.






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






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






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






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






33. An object of a class.






34. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






43. Programming that allows the programmer to manipulate objects.






44. Errors in the syntax of a computer program.






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






46. 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.






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






48. 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.






49. 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.






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