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






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






3. A systematic process for determining user expectations.






4. Describes how to perform the procedure.






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






6. 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.






7. Errors in the syntax of a computer program.






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






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






10. 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.






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






12. 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.






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






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






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






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






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






18. A sequence of actions that simulate movement.






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






20. All objects have which two characteristics?






21. Programming that allows the programmer to manipulate objects.






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






23. 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.






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






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






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






27. A piece of program code that defines how the object should execute a task.






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






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






30. 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.






31. Describes the class's properties.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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