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 keyword that indicates that a new object is being created.






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






3. Describes how to perform the procedure.






4. Errors in the syntax of a computer program.






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






6. All objects have which two characteristics?






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






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






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






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






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






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






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






14. An object's sense of direction.






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






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






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






18. 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.






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






20. 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.






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






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






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






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






25. An error or break in a software program.






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






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






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






29. 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.






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






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






32. An objects sense of direction.






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






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






35. 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.






36. An object of a class.






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






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






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






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






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






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






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






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






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






46. 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.






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






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






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






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