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






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






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






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






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






7. 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.






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






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






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






11. More specific types of a class.






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






13. Programming that allows the programmer to manipulate objects.






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






15. When an object unintentionally overlaps with another.






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






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






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






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






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






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






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






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






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






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






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






27. 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.






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






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






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






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






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






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






34. Describes the class's properties.






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






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






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






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






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






40. Describes how to perform the procedure.






41. An object of a class.






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






43. 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.






44. 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.






45. A systematic process for determining user expectations.






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






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






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






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