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. 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.






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






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






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






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






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






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






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






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






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






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






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






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






14. All objects have which two characteristics?






15. Describes the class's properties.






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






17. 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.






18. When an object unintentionally overlaps with another.






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






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






21. Describes how to perform the procedure.






22. 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.






23. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






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






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






33. Process of finding and removing bugsor errorsin a computer program.






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






35. 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.






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






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






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






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






40. More specific types of a class.






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






42. An objects sense of direction.






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






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






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






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






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






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






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






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