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. All objects have which two characteristics?






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






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






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






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






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






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






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






9. A systematic process for determining user expectations.






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






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






12. An object's sense of direction.






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






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






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






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






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






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






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






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






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






22. 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.






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






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






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






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






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






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






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






30. 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.






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






32. An object of the class.






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






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






35. Describes the class's properties.






36. An error or break in a software program.






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






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






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






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






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






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






43. 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.






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






45. Errors in the syntax of a computer program.






46. 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.






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






48. When an object unintentionally overlaps with another.






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






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