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






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






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






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






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






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






7. An object's sense of direction.






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






9. An object of a class.






10. Describes how to perform the procedure.






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






12. 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.






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






14. 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.






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






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






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






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






19. 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.






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






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






22. When an object unintentionally overlaps with another.






23. 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.






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






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






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






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






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






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






30. 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.






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






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






33. Programming that allows the programmer to manipulate objects.






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






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






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






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






38. More specific types of a class.






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






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






41. 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.






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






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






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






45. A systematic process for determining user expectations.






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






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






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






49. All objects have which two characteristics?






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