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






2. 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.






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






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






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






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






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






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






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






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






11. An object's sense of direction.






12. Describes the class's properties.






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






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






15. More specific types of a class.






16. A sequence of actions that simulate movement.






17. An objects sense of direction.






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






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






20. An object that holds multiple variables. An index can be used to access the variables.






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






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






23. A special kind of method that is automatically executed whenever a new instance of the class is created.






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






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






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






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






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






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






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






31. 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.






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






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






34. A systematic process for determining user expectations.






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






36. 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.






37. Programming that allows the programmer to manipulate objects.






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






39. 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.






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






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






42. When an object unintentionally overlaps with another.






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






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






45. All objects have which two characteristics?






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






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






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






49. An error or break in a software program.






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