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






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






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






4. 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.






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






6. 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.






7. Describes the class's properties.






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






9. An object of a class.






10. 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.






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






12. More specific types of a class.






13. An error or break in a software program.






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






15. 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.






16. 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.






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






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






19. An object's sense of direction.






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






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






22. Programming that allows the programmer to manipulate objects.






23. When an object unintentionally overlaps with another.






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






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






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






27. Errors in the syntax of a computer program.






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






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






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






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






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






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






34. 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.






35. An object of the class.






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






37. All objects have which two characteristics?






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






39. A systematic process for determining user expectations.






40. 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.






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






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






43. Describes how to perform the procedure.






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






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






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






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






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






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






50. An objects sense of direction.