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






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






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






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






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






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






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






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






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






11. A sequence of actions that simulate movement.






12. An object of a class.






13. A systematic process for determining user expectations.






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






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






16. When an object unintentionally overlaps with another.






17. 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.






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






19. More specific types of a class.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






42. 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.






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






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






45. An objects sense of direction.






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






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






48. An object of the class.






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






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