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AP Computer Science

Subjects : it-skills, ap
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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 software tool used by computer programmers to develop software applications that includes tools for writing - editing - compiling - deploying - and debugging programs.

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

3. Process of finding and removing bugsor errorsin a computer program.

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

5. A sequence of actions that simulate movement.

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

7. An object of the class.

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

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

10. More specific types of a class.

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

12. Describes how to perform the procedure.

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

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

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

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

17. Describes the class's properties.

18. An object's sense of direction.

19. A systematic process for determining user expectations.

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

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

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

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

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

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

26. All objects have which two characteristics?

27. 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.

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

29. 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.

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

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

32. 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.

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

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

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

36. When an object unintentionally overlaps with another.

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

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

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

40. An object of a class.

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

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

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

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

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

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

47. Programming that allows the programmer to manipulate objects.

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

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

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