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






2. When an object unintentionally overlaps with another.






3. 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.






4. An objects sense of direction.






5. An error or break in a software program.






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






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






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






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






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






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






12. 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.






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






14. Errors in the syntax of a computer program.






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






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






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






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






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






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






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






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






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






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






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






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






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






28. All objects have which two characteristics?






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






30. 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.






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






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






33. Describes how to perform the procedure.






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






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






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






37. Programming that allows the programmer to manipulate objects.






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






39. Describes the class's properties.






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






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






42. An object of a class.






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






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






45. 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.






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






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






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






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






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