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






2. Describes the class's properties.






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






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






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






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






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






8. All objects have which two characteristics?






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






10. 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.






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






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






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






14. 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.






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






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






17. 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.






18. Errors in the syntax of a computer program.






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






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






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






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






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






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






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






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






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






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






29. When an object unintentionally overlaps with another.






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






31. An object's sense of direction.






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






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






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






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






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






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






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






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






40. More specific types of a class.






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






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






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






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






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






48. An object of a class.






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






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