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. Describes how to perform the procedure.






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






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






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






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






6. 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.






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






8. Errors in the syntax of a computer program.






9. 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.






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






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






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






13. Describes the class's properties.






14. 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.






15. An error or break in a software program.






16. 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.






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






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






19. A systematic process for determining user expectations.






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






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






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






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






24. An objects sense of direction.






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






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






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






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






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






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






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






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






33. An object of a class.






34. 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.






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






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






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






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






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






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






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






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






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






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






45. All objects have which two characteristics?






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






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






49. Programming that allows the programmer to manipulate objects.






50. More specific types of a class.