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. Symbols that compare two random values in a method.






2. More specific types of a class.






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






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






5. An object's sense of direction.






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






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






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






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






10. An object of the class.






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






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






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






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






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






16. Errors in the syntax of a computer program.






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






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






19. An objects sense of direction.






20. Programming that allows the programmer to manipulate objects.






21. All objects have which two characteristics?






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






23. Describes how to perform the procedure.






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






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






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






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






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






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






31. 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.






32. Describes the class's properties.






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






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






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






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






37. 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.






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






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






41. A systematic process for determining user expectations.






42. An error or break in a software program.






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






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






45. 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.






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






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






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






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






50. When an object unintentionally overlaps with another.