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






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






3. 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.






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






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






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






7. A systematic process for determining user expectations.






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






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






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






11. 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.






12. A sequence of actions that simulate movement.






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






14. Describes how to perform the procedure.






15. An object's sense of direction.






16. 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.






17. 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.






18. More specific types of a class.






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






20. 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.






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






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






23. An objects sense of direction.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






38. 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.






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






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






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






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






43. An object of a class.






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






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






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






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






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






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






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