1. false?
In Alice, a computer program requires functions to tell it how to perform the procedure. True or Mark for Review
(1) Points True False (*) 2.
In Alice, Do In Order and Do Together:
Mark for Review
(1) Points Are move statements Are control statements (* Are complex statements None of the above 3. In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, and time duration. True or false? Mark for Review (1) Points True (*) False 4.
A conditional loop is a loop that will continue forever. True or false?
Mark for Review
(1) Points True False (*) 5. 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 c ollides with the shark? Mark for Review (1) Points 6. Define the value of the variable LapCount based on the following math calculation: LapCount + 10 = 15 Mark for Review (1) Points 2 4 5 (*) 15
10
7. In Alice, which of the following programming statements moves the cat backward, half the distance to the bird? Mark for Review (1) Points
this.Cat move backward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}
this.Bird move forward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move backward {this.Cat getDistanceTo this.Bird / 2} (*)
Correct
Correct
8.
In Alice, we can avoid object collision using what?
(1) Points
Slowing movements down.
Mark for Review
Using math operators. (*)
Downloading the Alice 3 collision detector app.
Using object detection.
Incorrect
Incorrect. Refer to Section 2 Lesson 9.
9. If the value already exists in the variable it is overwritten by the assignment operator (=). True or false? Mark for Review (1) Points
True (*)
False
Correct
Correct
10.
Which of the following is not a relational operator?
Mark for Review
(1) Points
<
// (*)
>
=
Correct
Correct
11. Which of the following are examples of elements you would test in your Alice animation? Mark for Review (1) Points
(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
Incorrect. Refer to Section 2 Lesson 12.
12. From your Alice lessons, a textual storyboard provides a detailed, ordered list of the actions each object performs in each scene of the animation. True or false? Mark for Review (1) Points
True (*)
False
Correct
Correct
13. You have a Class representing Cat. Each Cat can meow, purr, catch mice, and so on. When you create a new cat, what is it called? Mark for Review (1) Points
A submethod
A subprogram
An instance (*)
A subclass
A variable class
Incorrect
Incorrect. Refer to Section 2 Lesson 14.
14.
Main is an example of what in the following code?
public static void main (String[] args) { System.out.println{"Hello World!"); }
Mark for Review
(1) Points
An instance
A method (*)
A class
A variable
Incorrect
Incorrect. Refer to Section 2 Lesson 14.
15. In Alice, how is a one-shot procedure different from procedures in the Code editor? Mark for Review (1) Points
One-shot procedures are only available for acting objects, while procedures are available for all objects.
One-shot procedures are available in the Code editor, w hile procedures are available in the Scene editor.
A one-shot procedure executes only one time to re-position the object, while procedures in the Code editor execute every time the Run button is clicked. (*)
All of the above
16. In Alice, which function is used to move an object directly to the center point of another object? Mark for Review (1) Points
getObject
getDuration
getDepth
getDistance (*)
Correct
Correct
17. In Alice, if a procedure is declared for a clownFish class, which classes can use the procedure? Mark for Review (1) Points
The clownFish class and Swimmer class
ClownFish class (*)
The pajamaFish class, clownFish class, and Swimmer class
Any class with "Fish" in the class name
Correct
Correct
animation?
18. From your Alice lessons, which of the following is a tool to show the logic of an Mark for Review
(1) Points
Visual storyboard
Flowchart (*)
Pie chart
Scene editor
Class chart
Incorrect
Incorrect. Refer to Section 2 Lesson 5.
19. From your Alice lessons, inheritance means that the superclass inherits its traits from the subclass. True or false? Mark for Review (1) Points
True
False (*)
Incorrect
false?
Incorrect. Refer to Section 2 Lesson 5.
20. In Alice, each class has a set of pre-defined procedures and functions. True or Mark for Review
(1) Points
True (*)
False
21.
From your Alice lessons, what does the Count control statement do?
Mark for Review
(1) Points
Executes statements a random number of t imes.
Executes statements simultaneously.
Executes statements a specific number of times. (*)
Executes statements while a condition is true.
Correct
Correct
22. From your Alice lessons, complete the following sentence: When coded, an event triggers a ___________. Mark for Review (1) Points
Infinite loop
Gallery
Procedure (*)
Scene
Correct
Correct
Section 3 (Answer all questions in this section)
23. times. True or false? (1) Points
True (*)
False
Correct
Correct
In Greenfoot, you may perform the programming tasks of create and test many Mark for Review
24. From your Greenfoot lessons, which of the following is an example of changing the environment during a Q/A test cycle? Mark for Review (1) Points
Use a different operating system. (*)
Use the mouse instead of the keyboard.
Use symbols instead of numbers.
All of the above.
Incorrect
Incorrect. Refer to Section 3 Lesson 12.
25.
Programming tasks to create a Greenfoot game typically occur in the following
order:
1.Define the problem. 2.Design the solution. 3.Program the solution. 4.Test the solution.
True or false?
Mark for Review
(1) Points
True (*)
False
26. From your Greenfoot lessons, in an if-statement, the programming statements written in curly brackets are executed simultaneously. True or false? Mark for Review (1) Points
True
False (*)
Correct
Correct
27. In Greenfoot, a method with what kind of return type is used to learn more about an object's orientation? Mark for Review (1) Points
non-void return type (*)
void return type
object return type
method return type
Incorrect
Incorrect. Refer to Section 3 Lesson 3.
28. From your Greenfoot lessons, abstraction techniques can only be used once in a class's source code. True or false? Mark for Review (1) Points
True
False (*)
Correct
Correct
29. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized? Mark for Review (1) Points
addClass
addWorld
addObject (*)
addInstance
Correct
Correct
or false?
30. In Greenfoot, constructors can be used to create new instances of objects. True Mark for Review
(1) Points
True (*)
False
31. When you re-initialize a scenario, Greenfoot automatically displays an instance of the World subclass in the scenario. True or false? Mark for Review (1) Points
True (*)
False
Incorrect
Incorrect. Refer to Section 3 Lesson 8.
32. Mark for Review
In the Greenfoot IDE, which of the following is not a property of an instance?
(1) Points
Position
Inherited methods
Scenario name (*)
Defined methods
Incorrect
Incorrect. Refer to Section 3 Lesson 2.
33. From your Greenfoot lessons, which of the following is an example of a type of data passed through a parameter? Mark for Review (1) Points
Methods
Classes
Integers (*)
Scenarios
Correct
Correct
instance?
34. From your Greenfoot lessons, which of the following are properties of an Mark for Review
(1) Points
Size
Color
Image file
Methods
All of the above (*)
Incorrect
Incorrect. Refer to Section 3 Lesson 2.
35. Mark for Review
From your Greenfoot lessons, instances do not have any memory. True or false?
(1) Points
True
False (*) 36. In Greenfoot, you will not receive an error message if your code is incorrect. It will simply not work, and you will have to determine why the code doesn't work. True or false? Mark for Review (1) Points
True
False (*)
Correct
Correct
37. Which of the following type of audience should you ask to play your Greenfoot game during the testing phase? Mark for Review (1) Points
Testing
Target (*)
Primary
Programmer
Incorrect
Incorrect. Refer to Section 3 Lesson 4.
38. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false? Mark for Review (1) Points
True (*)
False
Incorrect
Incorrect. Refer to Section 3 Lesson 1.
39. From your Greenfoot lessons, an instance inherits all of the characteristics of the class, and those characteristics cannot be changed. True or false? Mark for Review (1) Points
True
False (*)
Correct
Correct
40.
In the following Greenfoot array, what statement would you write to access the
"a" key?
Keynames = {"a", "b", "c", "d"}; Mark for Review (1) Points
keynames[2]
keynames["a"]
keynames[0] (*)
keynames["a" key] 41. In a Greenfoot loop constructor, which component is a counter that controls how many times the statement is executed? Mark for Review (1) Points
Local loop
While loop
Loop variable (*)
Condition
Correct
Correct
42.
In Greenfoot, when is a local variable most often used? Mark for Review
(1) Points
Within the scenario
Within the act method
Within the world constructor
Within loop constructs (*)
Incorrect
Incorrect. Refer to Section 3 Lesson 10.
43.
From your Greenfoot lessons, when do infinite loops occur?
Mark for
Review (1) Points
When the loop is executed.
Only in while loops.
When the end to the code isn't established. (*)
When the end to the act method isn't established.
Incorrect
Incorrect. Refer to Section 3 Lesson 10.
44. In Greenfoot, you can use comparison operators to compare a variable to a random number. True or false? Mark for Review (1) Points
True (*)
False
Incorrect
Incorrect. Refer to Section 3 Lesson 5.
45. 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? Mark for Review (1) Points
True (*)
False 46. From your Greenfoot lessons, which programming statement creates a new Duke object, and places it at x = 120, y = 100 in the world? Mark for Review (1) Points
addObject (new Duke( ), 120, 100); (*)
addClass (new Duke( ), 120, 100);
addWorld (new Duke( ), 120, 100);
Move(120,100);
Incorrect
Incorrect. Refer to Section 3 Lesson 5.
47.
Use you Greenfoot knowledge: What range of numbers does the following
method return?
Greenfoot.getRandomNumber(30)
Mark for Review
(1) Points
A random number between 1 and 30 .
A random number between 0 and 30 .
A random number between 0 and 29 . (*)
A random number between 1 and 29 .
Incorrect
Incorrect. Refer to Section 3 Lesson 5.
48. Review (1) Points
Greenfoot does not have tools to record sound. True or false?
Mark for
True
False (*)
Correct
Correct
49.
From your Greenfoot lessons, how do you call a defined method?
for Review (1) Points
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.
Mark
Incorrect
Incorrect. Refer to Section 3 Lesson 6.
50. Use your Greenfoot knowledge to answer the question. One reason to write a defined method in a class is to change the behavior of the class. True or false? Mark for Review (1) Points
True
False (*)
Incorrect
Incorrect. Refer to Section 3 Lesson 6.