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






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






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






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






5. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






13. Describes the class's properties.






14. More specific types of a class.






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






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






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






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






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






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






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






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






23. 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.






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






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






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






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






28. 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.






29. An error or break in a software program.






30. A systematic process for determining user expectations.






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






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






33. An object of a class.






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






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






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






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






38. 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.






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






40. 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.






41. 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.






42. An objects sense of direction.






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






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






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






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






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






48. Describes how to perform the procedure.






49. An object of the class.






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