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






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






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






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






5. 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.






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






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






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






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






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






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






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






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






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






15. 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.






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






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






18. 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.






19. Errors in the syntax of a computer program.






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






21. More specific types of a class.






22. All objects have which two characteristics?






23. An object of a class.






24. 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.






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






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






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






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






29. When an object unintentionally overlaps with another.






30. 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.






31. An object's sense of direction.






32. Programming that allows the programmer to manipulate objects.






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






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






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






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






37. Describes how to perform the procedure.






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






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






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






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






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






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






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






45. An error or break in a software program.






46. 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.






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






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






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






50. Describes the class's properties.