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






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






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






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






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






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






7. Programming that allows the programmer to manipulate objects.






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






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






10. Describes the class's properties.






11. 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.






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






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






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






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






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






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






18. An object of a class.






19. 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.






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






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






22. 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.






23. An objects sense of direction.






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






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






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






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






28. 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.






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






30. A systematic process for determining user expectations.






31. 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.






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






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






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






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






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






37. Describes how to perform the procedure.






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






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






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






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






42. A sequence of actions that simulate movement.






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






44. An error or break in a software program.






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






46. More specific types of a class.






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






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






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






50. All objects have which two characteristics?