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






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






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






4. An object of the class.






5. An object's sense of direction.






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






7. A sequence of actions that simulate movement.






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






9. A systematic process for determining user expectations.






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






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






12. 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.






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






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






15. Process of finding and removing bugsor errorsin a computer program.






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






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






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






19. An objects sense of direction.






20. An object of a class.






21. An error or break in a software program.






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






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






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






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






26. 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.






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






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






29. 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.






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






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






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






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






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






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






36. Programming that allows the programmer to manipulate objects.






37. Describes how to perform the procedure.






38. Errors in the syntax of a computer program.






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






40. 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.






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






42. 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.






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






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






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






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






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






48. Describes the class's properties.






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






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