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. 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.






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






3. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






12. 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.






13. 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.






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






15. An object of the class.






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






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






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






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






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






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






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






23. An object of a class.






24. Describes the class's properties.






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






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






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






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






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






30. Programming that allows the programmer to manipulate objects.






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






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






33. A sequence of actions that simulate movement.






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






35. More specific types of a class.






36. An error or break in a software program.






37. 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.






38. Errors in the syntax of a computer program.






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






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






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






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






43. 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.






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






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






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






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






48. 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.






49. A lexical unit used to perform basic mathematical operations by taking two operands and returning the result of the mathematical calculation.






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