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






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






3. Errors in the syntax of a computer program.






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






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






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






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






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






9. All objects have which two characteristics?






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






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






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






14. An object's sense of direction.






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






16. A systematic process for determining user expectations.






17. An object of a class.






18. An error or break in a software program.






19. 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.






20. Describes how to perform the procedure.






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






22. Programming that allows the programmer to manipulate objects.






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






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






25. Describes the class's properties.






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






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






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






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






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






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






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






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






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






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






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






37. More specific types of a class.






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






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






40. 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.






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






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






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






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






45. An object of the class.






46. An objects sense of direction.






47. A sequence of actions that simulate movement.






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






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






50. 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.