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






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






3. Describes the class's properties.






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






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






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






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






8. Programming that allows the programmer to manipulate objects.






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






10. An object of a class.






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






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






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






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






15. 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.






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






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






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






19. A sequence of actions that simulate movement.






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






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






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






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






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






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






26. 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.






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






28. Describes how to perform the procedure.






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






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






31. An object's sense of direction.






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






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






34. A systematic process for determining user expectations.






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






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






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






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






39. The three dimensional x - y - and z coordinates that each object resides on. They can be manipulated to change the object's position and appearance.






40. Errors in the syntax of a computer program.






41. 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.






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






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






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






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






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






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






48. All objects have which two characteristics?






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






50. 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.