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






2. Errors in the syntax of a computer program.






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






4. All objects have which two characteristics?






5. Describes the class's properties.






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






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






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






9. 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.






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






11. An object's sense of direction.






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






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






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






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






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






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






18. 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.






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






20. Programming that allows the programmer to manipulate objects.






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






22. More specific types of a class.






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






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






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






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






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






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






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






30. When an object unintentionally overlaps with another.






31. An objects sense of direction.






32. A sequence of actions that simulate movement.






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






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






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






36. Describes how to perform the procedure.






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






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






39. An object of the class.






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






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






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






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






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






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






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






47. An object of a class.






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






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






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