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. Symbols that compare two random values in a method.






2. Describes how to perform the procedure.






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






4. An object of a class.






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






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






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






8. All objects have which two characteristics?






9. 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.






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






11. Programming that allows the programmer to manipulate objects.






12. A sequence of actions that simulate movement.






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






14. Errors in the syntax of a computer program.






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






16. 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.






17. When an object unintentionally overlaps with another.






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






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






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






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






22. More specific types of a class.






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






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






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






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






27. A systematic process for determining user expectations.






28. 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.






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






30. Describes the class's properties.






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






32. An object of the class.






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






34. An object's sense of direction.






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






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






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






38. 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.






39. An error or break in a software program.






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






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






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






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






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






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






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






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






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






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