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






2. A sequence of actions that simulate movement.






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






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






5. An object's sense of direction.






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






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






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






9. 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.






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






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






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






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






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






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






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






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






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






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






20. Describes the class's properties.






21. Errors in the syntax of a computer program.






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






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






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






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






26. An object of the class.






27. More specific types of a class.






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






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






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






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






32. All objects have which two characteristics?






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






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






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






36. An object of a class.






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






38. 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.






39. 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.






40. 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.






41. Describes how to perform the procedure.






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






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






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






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






46. An objects sense of direction.






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






48. Programming that allows the programmer to manipulate objects.






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






50. 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.