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. Programming that allows the programmer to manipulate objects.






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






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






4. An object of a class.






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






6. An object's sense of direction.






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






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






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






10. 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.






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






12. 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.






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






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






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






16. An object of the class.






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






18. Errors in the syntax of a computer program.






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






20. More specific types of a class.






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






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






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






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






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






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






27. Describes the class's properties.






28. All objects have which two characteristics?






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






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






31. An error or break in a software program.






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






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






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






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






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






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






38. When an object unintentionally overlaps with another.






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






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






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






42. 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.






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. 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.






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






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






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






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






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






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