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. 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.






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






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






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






5. 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.






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






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






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






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






10. 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.






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






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






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






14. All objects have which two characteristics?






15. 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.






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






17. 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.






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






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






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






21. An object's sense of direction.






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






23. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






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






32. 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.






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






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






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






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






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






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






39. An object of a class.






40. Errors in the syntax of a computer program.






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






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






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






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






45. Describes how to perform the procedure.






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






47. When an object unintentionally overlaps with another.






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






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






50. A systematic process for determining user expectations.