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






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






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






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






5. All objects have which two characteristics?






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






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






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






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






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






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






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






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






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






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






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






17. An object of the class.






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






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






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






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






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






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






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






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






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






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






28. An objects sense of direction.






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






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






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






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






33. A systematic process for determining user expectations.






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






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






36. Describes the class's properties.






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






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






39. Errors in the syntax of a computer program.






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






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






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






43. An object of a class.






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






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






46. 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.






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






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






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






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