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






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






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






4. Describes the class's properties.






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






6. Errors in the syntax of a computer program.






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






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






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






10. 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.






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






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






13. 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.






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






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






16. An objects sense of direction.






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






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






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






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






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






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






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






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






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






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






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






28. 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.






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






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






31. A systematic process for determining user expectations.






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






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






34. 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.






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






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






37. An object of the class.






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






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






40. A sequence of actions that simulate movement.






41. An error or break in a software program.






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






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






44. 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.






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






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






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






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






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






50. 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.