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






2. 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.






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






4. When an object unintentionally overlaps with another.






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






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






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






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






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






10. Describes how to perform the procedure.






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






12. 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.






13. 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.






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






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






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






17. 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.






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






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






20. Describes the class's properties.






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






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






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






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






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






26. Errors in the syntax of a computer program.






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






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






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






30. 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.






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






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






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






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






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






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






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






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






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






40. An objects sense of direction.






41. A lexical unit used to express a relation - such as equality or greater than - between two expressions.






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






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






45. An error or break in a software program.






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






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






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






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