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






2. 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.






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






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






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






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






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






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






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






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






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






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






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






14. 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.






15. All objects have which two characteristics?






16. When an object unintentionally overlaps with another.






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






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






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






20. Programming that allows the programmer to manipulate objects.






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






22. 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.






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






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






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






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






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






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






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






30. An error or break in a software program.






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






32. More specific types of a class.






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






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






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






36. Describes the class's properties.






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






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






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






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






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






42. 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.






43. An object of a class.






44. A sequence of actions that simulate movement.






45. Errors in the syntax of a computer program.






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






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






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






49. 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.






50. An object's sense of direction.