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






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






3. 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.






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






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






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






8. More specific types of a class.






9. Describes the class's properties.






10. An error or break in a software program.






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






12. 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.






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






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






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






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






17. Errors in the syntax of a computer program.






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






19. An object of the class.






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






21. 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.






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






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






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






25. An object of a class.






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






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






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






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






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






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






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






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






34. An objects sense of direction.






35. A position number in the array object that specifies which array element to access.






36. All objects have which two characteristics?






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






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






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






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






41. When an object unintentionally overlaps with another.






42. 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.






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






44. A systematic process for determining user expectations.






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






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






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






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






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






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