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






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






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






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






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






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






7. 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.






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






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






10. A sequence of actions that simulate movement.






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






12. 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.






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






14. 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.






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






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






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






18. The systematic process of checking to see whether a product being developed is meeting specified requirements.






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






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






21. More specific types of a class.






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






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






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






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






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






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






28. 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.






29. An objects sense of direction.






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






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






32. 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.






33. Programming that allows the programmer to manipulate objects.






34. All objects have which two characteristics?






35. An error or break in a software program.






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






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






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






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






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






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






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






43. An object's sense of direction.






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






45. A systematic process for determining user expectations.






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






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






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






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






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