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. Boolean operators (AND - OR and NOT).






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






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






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






5. An objects sense of direction.






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






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






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






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






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






13. An object of the class.






14. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






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






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






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






25. An object's sense of direction.






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






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






28. 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.






29. More specific types of a class.






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






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






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






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






34. 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.






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






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






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






38. 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.






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






40. Describes the class's properties.






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






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






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






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






45. An object of a class.






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






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






48. 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.






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






50. When an object unintentionally overlaps with another.