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






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






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






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






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






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






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






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






9. An object of the class.






10. An error or break in a software program.






11. Errors in the syntax of a computer program.






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






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






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






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






16. Programming that allows the programmer to manipulate objects.






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






18. When an object unintentionally overlaps with another.






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






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






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






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






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






24. More specific types of a class.






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






26. 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.






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






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






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






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






31. 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.






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






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






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






35. A systematic process for determining user expectations.






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






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






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






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






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






41. An objects sense of direction.






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






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






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






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






46. An object of a class.






47. An object's sense of direction.






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






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