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






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






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






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






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






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






7. An object's sense of direction.






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






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






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






11. An object of a class.






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






13. 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.






14. Describes how to perform the procedure.






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






16. Describes the class's properties.






17. A sequence of actions that simulate movement.






18. 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.






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






20. 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.






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






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






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






24. An object of the class.






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






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






27. All objects have which two characteristics?






28. An error or break in a software program.






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






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






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






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






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






34. An objects sense of direction.






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






36. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






44. A systematic process for determining user expectations.






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






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






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






48. 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.






49. 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.






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