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. Programming that allows the programmer to manipulate objects.






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






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






4. An object from a class once its created and added to the scene.






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






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






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






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






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






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






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






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






13. Describes how to perform the procedure.






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






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






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






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






18. 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.






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






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






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






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






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






24. A systematic process for determining user expectations.






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






26. More specific types of a class.






27. An object of the class.






28. When an object unintentionally overlaps with another.






29. 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.






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






31. All objects have which two characteristics?






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






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






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






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






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






37. 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.






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






39. An error or break in a software program.






40. 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.






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






42. 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.






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






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






45. Errors in the syntax of a computer program.






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






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






48. An object's sense of direction.






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






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