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






3. Describes how to perform the procedure.






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






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






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






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






8. Describes the class's properties.






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






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






11. An objects sense of direction.






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






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






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






15. A sequence of actions that simulate movement.






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






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






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






19. An error or break in a software program.






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






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






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






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






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






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






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






27. 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.






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






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






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






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






32. 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.






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






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






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






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






37. When an object unintentionally overlaps with another.






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






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






40. A systematic process for determining user expectations.






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






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






43. All objects have which two characteristics?






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






45. More specific types of a class.






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






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






48. Programming that allows the programmer to manipulate objects.






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






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