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. Programming that allows the programmer to manipulate objects.






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






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






4. 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.






5. Errors in the syntax of a computer program.






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






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






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






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






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






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






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






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






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






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






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






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






18. An object's sense of direction.






19. An object of the class.






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






21. 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.






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






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






24. 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.






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






26. An objects sense of direction.






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






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






29. Describes how to perform the procedure.






30. Describes the class's properties.






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






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






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






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






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






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






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






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






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






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






41. A systematic process for determining user expectations.






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






43. An error or break in a software program.






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






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






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






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






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






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






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