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AP Computer Science

Subjects : it-skills, ap
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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. Word at the beginning of the method that tells us what type of information a method call will return.

2. Answers questions about an object - such as its distance to another object.

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

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

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

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

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

8. When an object unintentionally overlaps with another.

9. 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.

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

11. Describes the class's properties.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

28. More specific types of a class.

29. All objects have which two characteristics?

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

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

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

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

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

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

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

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

38. 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.

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

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

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

42. Errors in the syntax of a computer program.

43. A sequence of actions that simulate movement.

44. An object's sense of direction.

45. 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.

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

47. 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.

48. An objects sense of direction.

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