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. 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.






2. 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.






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






4. An object's sense of direction.






5. All objects have which two characteristics?






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






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






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






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






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






11. Describes how to perform the procedure.






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






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






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






15. An object of the class.






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






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






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






19. Describes the class's properties.






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






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






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






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






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






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






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






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






28. An error or break in a software program.






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






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






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






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






33. 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.






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






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






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






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






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






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






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






41. An object of a class.






42. 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.






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






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






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






46. A systematic process for determining user expectations.






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






48. Programming that allows the programmer to manipulate objects.






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






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