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






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






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






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






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






6. Programming that allows the programmer to manipulate objects.






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






8. Errors in the syntax of a computer program.






9. 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.






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






11. When an object unintentionally overlaps with another.






12. 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.






13. An object of a class.






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






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






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






17. All objects have which two characteristics?






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. An objects sense of direction.






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






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






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






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






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






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






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






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






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






29. A sequence of actions that simulate movement.






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






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






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






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






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






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






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






37. Describes the class's properties.






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






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






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






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






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






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






44. An object of the class.






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






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






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






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






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






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