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 more generic - overarching class of a group of classes.






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






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






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






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






6. 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.






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






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






9. Describes the class's properties.






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






11. Errors in the syntax of a computer program.






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






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






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






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






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






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






19. More specific types of a class.






20. An objects sense of direction.






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






22. A sequence of actions that simulate movement.






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






24. An object of a class.






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






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






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






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






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






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 systematic process for determining user expectations.






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






33. An object's sense of direction.






34. An object of the class.






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






36. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






43. When an object unintentionally overlaps with another.






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






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






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






47. 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.






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






49. 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.






50. An error or break in a software program.