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






2. An objects sense of direction.






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






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






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






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






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






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






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






10. When an object unintentionally overlaps with another.






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






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






13. An error or break in a software program.






14. 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.






15. An object of a class.






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






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






18. More specific types of a class.






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






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






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






22. Errors in the syntax of a computer program.






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






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






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






26. Programming that allows the programmer to manipulate objects.






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






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






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






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






31. A systematic process for determining user expectations.






32. 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.






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






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






35. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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