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






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






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






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






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






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






7. 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.






8. A sequence of actions that simulate movement.






9. Programming that allows the programmer to manipulate objects.






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






11. 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.






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






13. 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.






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






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






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






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






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






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






20. All objects have which two characteristics?






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






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






23. An objects sense of direction.






24. More specific types of a class.






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






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






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






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






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






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






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






32. 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.






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






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






35. Describes how to perform the procedure.






36. An object of a class.






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






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






39. An object's sense of direction.






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






41. An error or break in a software program.






42. Errors in the syntax of a computer program.






43. When an object unintentionally overlaps with another.






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






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






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






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






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






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






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