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 set of data with values having predefined characteristics.






2. When an object unintentionally overlaps with another.






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






4. Errors in the syntax of a computer program.






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






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






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






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






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






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






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






12. 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.






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






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






15. 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.






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






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






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






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






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






21. A systematic process for determining user expectations.






22. More specific types of a class.






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






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






25. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






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






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






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






36. A sequence of actions that simulate movement.






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






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






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






40. 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.






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






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






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






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






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






46. Describes the class's properties.






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






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






49. All objects have which two characteristics?






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