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. An objects sense of direction.






2. An object of the class.






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






4. An object's sense of direction.






5. An object of a class.






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






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






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






9. Programming that allows the programmer to manipulate objects.






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






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






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






13. An error or break in a software program.






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






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






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






17. 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.






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






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






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






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






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






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






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






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






26. 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.






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






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






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






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






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






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






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






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






35. Errors in the syntax of a computer program.






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






37. 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.






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






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






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






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






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






43. All objects have which two characteristics?






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






45. 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.






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






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






48. The general set of instructions and rules that objects will follow.






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






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