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






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






3. 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.






4. An objects sense of direction.






5. 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.






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






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






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






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






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






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






12. An object of a class.






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






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






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






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






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






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






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






20. Programming that allows the programmer to manipulate objects.






21. A systematic process for determining user expectations.






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






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






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






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






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






27. A sequence of actions that simulate movement.






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






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






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






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






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






33. Symbols that compare two random values in a method.






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






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






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






37. Describes the class's properties.






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






39. An error or break in a software program.






40. 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.






41. 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.






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






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






44. More specific types of a class.






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






46. An object's sense of direction.






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






48. A loop that causes the code to keep executing. The code does not stop because the end to the code isn't established.






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






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