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






2. Errors in the syntax of a computer program.






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






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






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






6. An error or break in a software program.






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






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






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






10. Describes the class's properties.






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






12. A systematic process for determining user expectations.






13. 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.






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






15. More specific types of a class.






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






17. An object of the class.






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






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






20. A software tool used by computer programmers to develop software applications that includes tools for writing - editing - compiling - deploying - and debugging programs.






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






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






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






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






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






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






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






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






29. 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.






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






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






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






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






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






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






36. 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.






37. 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.






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






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






40. 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.






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






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






43. An object's sense of direction.






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






45. 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.






46. All objects have which two characteristics?






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






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






49. A sequence of actions that simulate movement.






50. An object of a class.