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 defined start and end point in a quality assurance program.






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






3. 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.






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






5. 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.






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






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






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






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






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






11. Describes how to perform the procedure.






12. An objects sense of direction.






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






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






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






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






17. 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.






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






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






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






21. More specific types of a class.






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






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






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






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






26. Describes the class's properties.






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






28. A sequence of actions that simulate movement.






29. An object's sense of direction.






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






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






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






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






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






35. An object of a class.






36. An object of the class.






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






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






39. Errors in the syntax of a computer program.






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






41. 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.






42. A systematic process for determining user expectations.






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






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






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






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






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






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






49. An error or break in a software program.






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