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 defined start and end point in a quality assurance program.






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






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






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






5. A systematic process for determining user expectations.






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






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






8. A specification - such as a blueprint or pattern and a set of instructions - of how to construct something.






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






10. Programming that allows the programmer to manipulate objects.






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






12. When an object unintentionally overlaps with another.






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






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






15. An objects sense of direction.






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






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






18. An error or break in a software program.






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






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






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






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






23. An object of a class.






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






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






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






27. An object's sense of direction.






28. An object of the class.






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






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






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






32. All objects have which two characteristics?






33. 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.






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






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. More specific types of a class.






37. 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.






38. Describes how to perform the procedure.






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






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






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






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






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






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






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






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






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






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






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






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