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






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






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






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






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






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






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






8. An object of a class.






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






10. 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.






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






12. 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.






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






14. Describes how to perform the procedure.






15. An object's sense of direction.






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






17. An object of the class.






18. An objects sense of direction.






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






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






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






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






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






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






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






26. Describes the class's properties.






27. A sequence of actions that simulate movement.






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






29. 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.






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






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






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






33. When an object unintentionally overlaps with another.






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






35. A systematic process for determining user expectations.






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






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






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






39. 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.






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






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






42. 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.






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






44. More specific types of a class.






45. 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.






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






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






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






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






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