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 special kind of method that is automatically executed whenever a new instance of the class is created.






2. An object's sense of direction.






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






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






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






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






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






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






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






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






11. An error or break in a software program.






12. More specific types of a class.






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






14. 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.






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






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






17. Errors in the syntax of a computer program.






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






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






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






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






22. A sequence of actions that simulate movement.






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






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






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






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






27. 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.






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






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






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






31. An object of the class.






32. A systematic process for determining user expectations.






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






34. A list of actions to perform a task or solve a problem.






35. Programming that allows the programmer to manipulate objects.






36. 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.






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






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






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






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






41. 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.






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






43. 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.






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






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






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






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






48. Describes how to perform the procedure.






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






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