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






2. An error or break in a software program.






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






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






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






6. Errors in the syntax of a computer program.






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






8. An objects sense of direction.






9. 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.






10. A sequence of actions that simulate movement.






11. 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.






12. Programming that allows the programmer to manipulate objects.






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






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






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






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






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






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






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






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






22. A systematic process for determining user expectations.






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






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






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






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






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






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






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






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






31. Describes how to perform the procedure.






32. Describes the class's properties.






33. An object's sense of direction.






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






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






36. 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.






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






38. 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.






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






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






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






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






43. All objects have which two characteristics?






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






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






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






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






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






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






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