Test your basic knowledge |

AP Computer Science

Subjects : it-skills, ap
  • 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 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.

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

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

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

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

6. Describes how to perform the procedure.

7. 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.

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

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

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

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

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

13. A systematic process for determining user expectations.

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

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

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

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

18. An object of the class.

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

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

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

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

23. Errors in the syntax of a computer program.

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

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

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

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

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

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

30. 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.

31. An object of a class.

32. 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.

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

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

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

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

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

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

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

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

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

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

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

44. An objects sense of direction.

45. A sequence of actions that simulate movement.

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

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

48. More specific types of a class.

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

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