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






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






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






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






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






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






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






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






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






10. All objects have which two characteristics?






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






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






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






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






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






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






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






18. 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.






19. An object of a class.






20. 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.






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






22. An object's sense of direction.






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






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






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






26. When an object unintentionally overlaps with another.






27. Describes how to perform the procedure.






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






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






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






31. Errors in the syntax of a computer program.






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






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






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






35. 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.






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






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






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






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






40. An error or break in a software program.






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






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






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






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






45. An objects sense of direction.






46. Programming that allows the programmer to manipulate objects.






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






48. More specific types of a class.






49. A systematic process for determining user expectations.






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