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






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






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






4. Programming that allows the programmer to manipulate objects.






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






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






7. 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.






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






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






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






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






12. Describes how to perform the procedure.






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






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






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






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






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






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






19. Describes the class's properties.






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






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. Boolean operators (AND - OR and NOT).






23. 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.






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






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






26. A systematic process for determining user expectations.






27. When an object unintentionally overlaps with another.






28. 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.






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






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






31. More specific types of a class.






32. An object of a class.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






47. 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.






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






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






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