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. More specific types of a class.






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






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






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






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






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






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






8. 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.






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






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






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






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






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






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






16. 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.






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






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






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






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






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






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. Programming that allows the programmer to manipulate objects.






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






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






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






28. 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.






29. Describes how to perform the procedure.






30. 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.






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






32. When an object unintentionally overlaps with another.






33. A systematic process for determining user expectations.






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






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






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






37. An object of the class.






38. A sequence of actions that simulate movement.






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






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






41. All objects have which two characteristics?






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






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






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






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






46. An object of a class.






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






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






49. An objects sense of direction.






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