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 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.






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






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






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






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






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






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






8. When an object unintentionally overlaps with another.






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






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






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






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






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






14. A systematic process for determining user expectations.






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






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






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






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






19. More specific types of a class.






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






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






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






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






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






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






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






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






28. A sequence of actions that simulate movement.






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






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






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






32. Describes the class's properties.






33. 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.






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






35. 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.






36. 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.






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






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






39. Describes how to perform the procedure.






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






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






42. Control structure that allows you to execute specific sections of the code a number of times.






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






44. An object's sense of direction.






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






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






47. Programming that allows the programmer to manipulate objects.






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






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






50. Errors in the syntax of a computer program.