(Answer all questions in this section) 1. In Alice, which function is used to move an object directly to the center point of another object?
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getObject getDuration getDepth getDistance (*) Correct 2. In Alice, Do In Order and Do Together:
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Are move statements Are control statements (*) Are complex statements None of the above Incorrect. Refer to Section 2 Lesson 6. 3. In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, and time duration. True or false?
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True (*) False Correct 4. In Alice, the setVehicle procedure will associate one object to another. True or false?
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True (*) False Correct 5. In Alice, declaring a new procedure to shorten code and make it easier to read is a procedural abstraction technique. True or false?
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Review (1) Points True (*) False Correct
(Answer all questions in this section) 6. In Alice, which of the following are benefits of separating out motions into their own procedures?
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(Choose all correct answers) It makes the animation easier to run. It makes the scene easier to view. It simplifies code and makes it easier to read. (*) It allows many objects of a class to use the same procedure. (*) It can allow subclasses of a superclass to use a procedure. (*) Correct 7. In Alice, procedural abstraction is the concept of making code easier to understand and reuse. True or false?
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True (*) False Correct 8. Which of the following does not describe variables?
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A place in memory where data of a specific type can be stored for later retrieval and use. Has a unique name. Has a type associated with it. Arranged in rows and columns. (*) Incorrect. Refer to Section 2 Lesson 13.
9. In Java, which symbol is used to assign one value to another?
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< > = (*) // Correct 10. An Alice event is considered what?
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A party with at least 20 people. An object's orientation. Error handling. A keystroke or mouse click. (*) Correct
11From . your Alice lessons , which of the followi ng are reason s why rando m numbe rs would be used by a compu ter?
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(Choose all correct answers) For opening a project. For security. (*) For simulation. (*) For creating procedures.
Incorrect. Refer to Section 2 Lesson 4. 12. Identify an example of an Alice expression.
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"I feel happy." If or Where 3x3=9 (*) None of the above Correct 13. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree?
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this.Butterfly 2} (*) this.Butterfly * 2} this.Butterfly / 2} this.Butterfly 2}
move forward {this.Butterfly getDistanceTo this.Tree * move backward {this.Butterfly getDistanceTo this.Tree move backward {this.Butterfly getDistanceTo this.Tree move forward {this.Butterfly getDistanceTo this.Tree /
Correct 14. Which of the following IF control structures command the blue tang fish to roll and simultaneously move down if it collides with a shark, or move forward if it does not collide with a shark?
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(*)
Correct 15. Which of the following is a reason why you might disable programming statements in your Alice code?
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To help isolate portions of code during testing. (*) To make an object move forward. To make an object turn and move simultaneously. To disable the entire program. Correct
1All 6. objects in Alice have three dimens ional coordi nates on which axes?
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(Choose all correct answers) x (*) y (*) z (*) w All of the above Correct 17. From your Alice lessons, animations should be tested by the programmer before they are considered complete. True or false?
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True (*) False Incorrect. Refer to Section 2 Lesson 12. 18. Which of the following are examples of elements you would test in your Alice animation?
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(Choose all correct answers) All of the procedures display in alphabetical order in the Procedures tab. Math expressions calculate as expected. (*) Objects move with smooth timing. (*) Event listeners trigger the correct responses. (*) Incorrect. Refer to Section 2 Lesson 12. 19. Which of the following programming instructions commands the fish to continuously move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark?
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(*)
Incorrect. Refer to Section 2 Lesson 10. 20. A variable is a named location inside the computer's memory; once there, the information can be retrieved and changed. True or false?
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True (*) False Correct
2When 1. you want speci
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fic code to be execu ted only if certai n condi tions are met, what type of Java const ruct would you use? while loop if (*) array boolean Correct 22. Which of the following statements about methods is false?
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Classes must be defined directly within a method definition. (*) Methods whose return type is not void are required to include a return statement specifying what to return. The order in which methods are listed within the class is not important. Java does not permit nesting one method definition within another method's definition. Correct
Section 3 (Answer all questions in this section) 23. From your Greenfoot lessons, where do you review a class's inherited methods?
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Act method
Documentation (*) Inspector If-statement Incorrect. Refer to Section 3 Lesson 3. 24. From your Greenfoot lessons, in an if-statement, the programming statements written in curly brackets are executed simultaneously. True or false?
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True False (*) Correct 25. In Greenfoot, the image below is an example of what construct?
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Method Comment Constructor (*) Class Correct
26. In Greenfoo t, objects are created from:
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Methods Classes (*) Signatures Parameters Correct
27. From your Greenfoot lessons, what is incorrect in this code example: setLocation(getX(), (int) (altitude);
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Spacing Capitalization Parenthesis (*) Comma Correct 28. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false?
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True (*) False Correct 29. In the Greenfoot IDE, which of the following is not a property of an instance?
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Position Inherited methods Scenario name (*) Defined methods Correct 30. From your Greenfoot lessons, when a method needs additional data to perform a task, this data comes from parameters. True or false?
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True (*) False Correct
31. In the Greenfoot IDE, which of the
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following are componen ts of a parameter ? (Choose all correct answers) Parameter type (*) Parameter return Parameter name (*) Parameter method Parameter void Correct 32. In the following Greenfoot method signature, which is the method name? void turnLeft()
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() void turnLeft (*) Left Correct 33. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false?
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True (*) False Correct 34. From your Greenfoot lessons, to create a new instance of the Duke class, you right-click on the class, then select which of the following commands in the class menu?
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New subclass... Set image... new Duke() (*) Inspect
Remove Correct 35. Using the Greenfoot IDE, which of the following programming statements tells the object to turn 38 degrees?
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move(): move(2); turn(38); (*) turn(38): Correct
36. Which of the followin g type of audienc e should you ask to play your Greenfo ot game during the testing phase?
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Testing Target (*) Primary Programmer Correct 37. In Greenfoot, which statement is a correct example of string concatenation?
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Duke duke = new Duke(keyNames[i], soundNames[i]); Duke duke = (keyNames[i], soundNames[i] + ".wav"); Duke duke = new Duke(keyNames[i], soundNames[i] + ".wav"); (*) Duke duke = (soundNames[i] + ".wav");
Correct 38. How would the following sentence be written in Greenfoot source code? If Duke's leg is down, and the keyboard key "d" is down...
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if (&&isDown ! Greenfoot.isKeyDown("d") ) if (!isDown && Greenfoot.isKeyDown("d") ) if (isDown && Greenfoot.isKeyDown("d") ) (*) if (!Greenfoot.isKeyDown && isDown("d") ) Correct 39. From your Greenfoot lessons, what is a loop?
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A statement that executes one segment of code. A statement that can execute a section of code multiple times. (*) A statement that can execute a section of code one time. A statement that can execute a method multiple times. Correct 40. From your Greenfoot lessons, what types of values cannot be stored in a local variable?
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(Choose all correct answers) Class name Objects Integers World name method (*) Correct
41. In Greenfoot, defined methods must be used immediate ly. True or
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false? True False (*) Correct 42. From your Greenfoot lessons, how do you call a defined method?
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Call the method from the act method. (*) Call the method from the defined method. Write the method in the World superclass. Write the method in the instance. Write the method in the source code. Correct 43. Which method is used to play sound in your Greenfoot game?
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getSound method findSound method playSound method (*) importSound method Correct 44. From your Greenfoot lessons, dot notation allows you to use a method from a different class, if the class you are programming does not possess the method. True or false?
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True (*) False Correct 45. From your Greenfoot lessons, what can methods belong to?
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(Choose all correct answers)
Galleries Classes (*) Scenarios Objects (*) All of the above Incorrect. Refer to Section 3 Lesson 5.
46. In a Greenfoo t if-else stateme nt, if the condition is true, the ifstateme nt is executed , and then the elsestateme nt is executed . True or false?
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True False (*) Correct 47. From your Greenfoot lessons, a comparison operator returns what value when a number meets its requirement?
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0 VOID 1 (*) NULL Correct 48. Using Greenfoot, how do we change the size and resolution of the World instance?
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Edit the methods in the class. Edit the values in the constructor. (*) Delete the instance. Edit the values in the class's act method. Correct 49. Using the Greenfoot IDE, when is a constructor automatically executed?
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When source code is written. When a new image is added to the class. When a new instance of the class is created. (*) When the act method is executed. Correct 50. In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false?
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True False (*) Correct