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






2. 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.






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






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






5. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






12. A loop that will continue until a specific condition occurs; then the loop ends.






13. 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.






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






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






16. An object of a class.






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






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






19. An object of the class.






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






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






22. 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.






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






24. 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.






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






26. An object's sense of direction.






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






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






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






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






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






32. All objects have which two characteristics?






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






34. More specific types of a class.






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






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






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






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






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






40. 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.






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






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






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






44. Errors in the syntax of a computer program.






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






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






47. A systematic process for determining user expectations.






48. Describes how to perform the procedure.






49. When an object unintentionally overlaps with another.






50. 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.