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. An object of a class.






3. Describes how to perform the procedure.






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






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






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






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






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






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






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






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






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






13. An object of the class.






14. Errors in the syntax of a computer program.






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






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






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






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






19. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






25. When an object unintentionally overlaps with another.






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






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






28. 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.






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






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






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






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






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






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






35. A systematic process for determining user expectations.






36. Describes the class's properties.






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






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






39. All objects have which two characteristics?






40. An objects sense of direction.






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






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






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






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






45. More specific types of a class.






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






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






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






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






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