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






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






3. A systematic process for determining user expectations.






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






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






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






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






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






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






10. 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.






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






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






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






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






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






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






17. 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.






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






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






20. When an object unintentionally overlaps with another.






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






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






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






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






25. 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.






26. An object's sense of direction.






27. Describes how to perform the procedure.






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






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






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






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






32. An object of a class.






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






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






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






36. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






44. An object of the class.






45. 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.






46. All objects have which two characteristics?






47. 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.






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






49. An error or break in a software program.






50. An objects sense of direction.