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. 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.






2. An error or break in a software program.






3. More specific types of a class.






4. 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.






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






6. An objects sense of direction.






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






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






9. An object's sense of direction.






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






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






12. A sequence of actions that simulate movement.






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






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






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






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






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






18. Applying the same test case to many parts of a software program.






19. All objects have which two characteristics?






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






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






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






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






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






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






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






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






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






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






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






31. Notes that help other programmers understand what the code in your program does.






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






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






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






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






36. An object of the class.






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






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






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






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






41. 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.






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






43. 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.






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






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






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






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






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






49. Errors in the syntax of a computer program.






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