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






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






3. 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.






4. An objects sense of direction.






5. An object of a class.






6. When an object unintentionally overlaps with another.






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






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






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






10. 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.






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






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






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






14. A sequence of actions that simulate movement.






15. All objects have which two characteristics?






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






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






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






19. Describes the class's properties.






20. An error or break in a software program.






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






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






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






24. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






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






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






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






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






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






37. 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.






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






39. 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.






40. Describes how to perform the procedure.






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






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






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






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






45. 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.






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






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






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






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






50. Errors in the syntax of a computer program.