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 defined start and end point in a quality assurance program.






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






3. More specific types of a class.






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






5. A systematic process for determining user expectations.






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






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






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






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






10. All objects have which two characteristics?






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






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






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






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






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






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






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






18. 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.






19. A set of instructions - or programmed code - for how the object should perform a task.






20. An object's sense of direction.






21. Programming that allows the programmer to manipulate objects.






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






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






24. 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.






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






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






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






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






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






30. 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.






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






32. 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.






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






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






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






36. An object of the class.






37. Describes the class's properties.






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






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






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






41. An object of a class.






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






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






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






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






46. When an object unintentionally overlaps with another.






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






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






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






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