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






2. All objects have which two characteristics?






3. 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.






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






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






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






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






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






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






10. An object of a class.






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






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






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






14. When an object unintentionally overlaps with another.






15. An error or break in a software program.






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






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






18. 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.






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






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






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






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






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






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






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






26. An objects sense of direction.






27. Programming that allows the programmer to manipulate objects.






28. More specific types of a class.






29. Describes the class's properties.






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






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






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






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






34. 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.






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






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






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






38. 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.






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






40. Describes how to perform the procedure.






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






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






43. An object of the class.






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






45. A systematic process for determining user expectations.






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






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






48. 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.






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






50. 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.