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 set of data with values having predefined characteristics.






2. Describes the class's properties.






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






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






5. 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.






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






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






8. When an object unintentionally overlaps with another.






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






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






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






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






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






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






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






16. 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.






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






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






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






20. A systematic process for determining user expectations.






21. Programming that allows the programmer to manipulate objects.






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






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






24. 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.






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






26. More specific types of a class.






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






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






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






30. Describes how to perform the procedure.






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






32. Errors in the syntax of a computer program.






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






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






35. 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.






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






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






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






39. An object's sense of direction.






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






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






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






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






44. An object of a class.






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






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






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






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






49. 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.






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