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 error or break in a software program.






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






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






4. An objects sense of direction.






5. 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.






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






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






8. Programming that allows the programmer to manipulate objects.






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






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






11. 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.






12. A sequence of actions that simulate movement.






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






14. Errors in the syntax of a computer program.






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






16. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






32. Describes how to perform the procedure.






33. 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.






34. When an object unintentionally overlaps with another.






35. An object of the class.






36. 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.






37. 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.






38. An object's sense of direction.






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






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






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






42. Describes the class's properties.






43. 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.






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






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






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






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






48. More specific types of a class.






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






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