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






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






3. 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.






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






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






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






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






8. All objects have which two characteristics?






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






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






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






12. More specific types of a class.






13. An objects sense of direction.






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






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






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






17. Errors in the syntax of a computer program.






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






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






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






21. Set of operations or tasks that instances of a class can perform. When a method is invoked - it will perform the operation or task specified in the source code.






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






23. Programming that allows the programmer to manipulate objects.






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






25. 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.






26. An object's sense of direction.






27. Describes the class's properties.






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






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






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






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






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






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






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






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






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






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






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






39. A systematic process for determining user expectations.






40. When an object unintentionally overlaps with another.






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






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






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






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






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






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






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






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






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






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