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






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






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






4. More specific types of a class.






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






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






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






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






9. Errors in the syntax of a computer program.






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






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






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






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






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






15. Describes how to perform the procedure.






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






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






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






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






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






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






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






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






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






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






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 keyword that indicates that a new object is being created.






30. Programming that allows the programmer to manipulate objects.






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






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






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






34. 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.






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






36. An object of the class.






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






38. A systematic process for determining user expectations.






39. A sequence of actions that simulate movement.






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






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






42. When an object unintentionally overlaps with another.






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






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






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






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






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






48. 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.






49. Describes the class's properties.






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