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






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






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






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






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






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






7. Describes the class's properties.






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






9. 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.






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






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






12. 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.






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






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






15. A sequence of actions that simulate movement.






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






17. Describes how to perform the procedure.






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






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






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






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






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






23. 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.






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






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






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






27. An object's sense of direction.






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






29. 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.






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






31. An object of a class.






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






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






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






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






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






37. All objects have which two characteristics?






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






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






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






41. Errors in the syntax of a computer program.






42. An error or break in a software program.






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






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






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






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






47. A systematic process for determining user expectations.






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






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






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