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






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






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






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






5. 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.






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






7. When an object unintentionally overlaps with another.






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






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






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






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






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






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






14. An objects sense of direction.






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






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






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






18. 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.






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






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






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






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






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






24. A sequence of actions that simulate movement.






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






26. 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.






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






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






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






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






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






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






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






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






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






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






37. 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.






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






39. More specific types of a class.






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






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






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






43. An object's sense of direction.






44. An object of the class.






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






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






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






48. All objects have which two characteristics?






49. An error or break in a software program.






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