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. 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.






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






4. An object of the class.






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






6. More specific types of a class.






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






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






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






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. An object of a class.






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






13. Describes how to perform the procedure.






14. All objects have which two characteristics?






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






16. 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.






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






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






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






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 defined start and end point in a quality assurance program.






22. A method call instructs the instance to perform an operation ortask. You can read the method to understand what operation or task is to be performed.






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






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






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






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






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






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






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






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






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






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






33. Describes the class's properties.






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






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






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






37. When an object unintentionally overlaps with another.






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






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






40. An objects sense of direction.






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






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






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






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






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






46. Errors in the syntax of a computer program.






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






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






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






50. A sequence of actions that simulate movement.