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






2. Describes how to perform the procedure.






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






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






5. 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.






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






7. A systematic process for determining user expectations.






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






9. 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.






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






11. Errors in the syntax of a computer program.






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






13. Describes the class's properties.






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






15. An objects sense of direction.






16. More specific types of a class.






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






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






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






20. All objects have which two characteristics?






21. 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.






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






23. An error or break in a software program.






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






25. 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.






26. Programming that allows the programmer to manipulate objects.






27. 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.






28. An object's sense of direction.






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






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






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






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






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






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






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






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






37. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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