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's sense of direction.






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






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






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






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






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






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






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






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






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






12. When an object unintentionally overlaps with another.






13. A sequence of actions that simulate movement.






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






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






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






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






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






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






20. 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.






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






22. An object of the class.






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






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






25. An object of a class.






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






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






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






29. 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.






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






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






32. A systematic process for determining user expectations.






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






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






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






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






37. Describes the class's properties.






38. 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.






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






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






41. An objects sense of direction.






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






43. 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.






44. More specific types of a class.






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






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






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






48. Programming that allows the programmer to manipulate objects.






49. 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.






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