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. Errors in the syntax of a computer program.






2. An objects sense of direction.






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






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






5. Programming that allows the programmer to manipulate objects.






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






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






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






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






10. 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.






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






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






13. A method call instructs the instance to perform an operation ortask. You can read the method to understand what operation or task is to be performed.






14. An object of the class.






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






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






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






18. 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.






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






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






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






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






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






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






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






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






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






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






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






30. An object of a class.






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






32. All objects have which two characteristics?






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






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






35. 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.






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






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






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






39. Describes the class's properties.






40. 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.






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






42. When an object unintentionally overlaps with another.






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






44. An object's sense of direction.






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






46. 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.






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






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






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






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