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






2. 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.






3. 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.






4. More specific types of a class.






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






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






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






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






9. Describes the class's properties.






10. A sequence of actions that simulate movement.






11. Programming that allows the programmer to manipulate objects.






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






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






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






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






16. A systematic process for determining user expectations.






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






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






19. An object of the class.






20. An object's sense of direction.






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






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






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






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






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. A set of data with values having predefined characteristics.






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






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






29. An objects sense of direction.






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






31. An error or break in a software program.






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






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






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






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






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






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






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






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






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






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






42. 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.






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






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






45. An object of a class.






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






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






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






49. 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.






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