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Section 1 - Welcome and Introduction Prueba: Welcome: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección)
1. What is the course goal?
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Learn the basic elements of computer programming Learn the basics of the Java programming language Write programs All of the above (*) Correct 2. Throughout this course you will learn how to program in:
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SQL C++ Java (*) All of the above Correct 3. The Oracle Academy Java Fundamentals and Java Programming courses help you prepare for what exam?
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Microsoft certification exam Oracle Certified Associate, Java SE7 (*) IBM certification exam None of the above Correct 4. Which of the following courses are part of the Oracle Academy Java training?
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(Seleccione todas las respuestas correctas) Java Programming (*) Java Application Development Java Fundamentals (*) Animating with Java Correct 5. Which of the following instructional methods are included in this course?
Quizzes and exams
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Journaling and blogging Practice activities Lectures All of the above (*) Correct 6. The teaching strategy for the Oracle Academy Java training includes lectures and practical exercises.
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Verdadero (*) Falso Correct 7. Oracle iLearning is used to access everything in the course except what?
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Quizzes Slides Exams Java IDE (*) Correct 8. What is the learning management system used in this course?
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Alice 3 Greenfoot iLearning (*) BlueJ Eclipse Correct 9. What does IDE stand for in this course?
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International development environment Interactive design environment Integrated development environment (*) Correct 10.An 10.An IDE includes tools for which tasks?
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(1) Puntos Writing code Compiling code Editing code Debugging programs All of the above (*) Correct 11.Why is teamwork important?
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Individuals must work together effectively for companies to remain competitive. Goals can be reached faster and more efficiently. Teamwork can result in new and innovative ideas. All of the above (*) 2 and 3 only Correct 12.Effective teamwork is essential for organizations to realize their full potential and to meet certain goals.
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Verdadero (*) Falso Correct
Prueba: Introduction: Quiz Revise las respuestas, los resultados y l as puntuaciones de las preguntas que se mue stran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. Why is it useful to learn Alice 3 and Greenfoot?
(Seleccione todas las respuestas correctas) They both teach you how to code objects to move. (*)
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They both allow you to drag and drop objects. (*) They both allow you to learn the fundamental ideas in programming by creating objects in a virtual world. (*) None of the above Correct 2. Alice is a good introduction to learning how to program for which of the following reasons? 1. It uses the Alice+ programming language syntax. 2. It is easy to drag and drop objects on the screen rather than type. 3. You learn fundamentals of computer programming by creating animations.
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1 only 2 only 3 only 1, 2, and 3 2 and 3 only (*) Correct 3. Which of the following steps is not needed to generate an animation in Alice or to create a game in Greenfoot?
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Test Implement Import graphical objects (*) Create a scenario Design a storyboard Correct 4. When designing the scenario for a game or animation, what questions should you answer?
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(Seleccione todas las respuestas correctas) What programming constructs are needed? What objects are needed? (*) What actions should take place? (*) What story is to be told? (*) Correct 5. The list below provides good characteristics of a team, except which one?
Shared responsibility Clear roles Clearly defined tasks
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Regular participation A single leader (*) Correct 6. Which of the following components can help a team be successful? 1. A common goal 2. Shared responsibility 3. A project plan clearly defining roles and tasks 4. Equal participation and attendance at all meetings
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1 only 1 and 2 only 1, 2, and 3 only 1, 2, 3, and 4 (*) Correct 7. In a team assessment rubric, which of the following would earn a 4 (the hi ghest score) in the Collaboration category?
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Rarely listens to, shares with, and supports the efforts of others. Often is not a good team player. Almost always listens to, shares with, and supports the efforts of others. Tries to keep people working well together and mentors team members when appropriate. (*) Usually listens to, shares, with, and supports the efforts of others. Does not cause "waves" in the group. Often listens to, shares with, and supports the efforts of others, but not always. Correct 8. In a team assessment rubric, which of the following would earn a 1 (the l owest score) in the attitude category?
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Is often publicly critical of the project or the work of other members of the group. Is often negative about the task(s). (*) Is rarely publicly critical of the project or the work of others. Often has a positive attitude about the task(s). Is never publicly critical of the project or the work of others. Always has a positive attitude about the task(s). Is occasionally publicly critical of the project or the work of other members of the group. Usually has a positive attitude about the task(s). Correct 9. The following provides examples of a team rubric, except which one?
Ensures that there will be no errors in the project. (*) Set of rules and standards. Helps the team meet its criteria for success. Defined by the team. Correct
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10. Why might you create a journal for programming? 1. To document new concepts and techniques. 2. To track problems in your code and how you solved them. 3. To serve as a review guide when preparing for an exam.
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1 only 2 only 2 and 3 only 1, 2, and 3 (*) Correct 11. What kind of information is useful in a programming journal?
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New programming concepts Problems encountered and how you solved them Both 1 and 2 (*) Neither 1 nor 2 Correct 12. Which of the following is not a good tip for protecting information and systems (cyber security)?
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Share strong passwords. (*) Keep anti-virus software up-to-date. Only open emails from trusted sources. Follow your organization's cybersecurity rules and report issues when they happen. Correct 13. Which of the following is an example of behaving ethically online?
Copying and pasting parts of someone else メs work into your own without giving them credit. Posting information about people at school that they would never want shared. Pretending you are someone else in an online chat room. Starting a cruel social network page about members of the community. Refraining from using rude or bad language online. (*) Correct
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Section 2 - Using Alice 3 Prueba: Get Started with Alice 3: Quiz Revise las respuestas, los resultados y l as puntuaciones de las preguntas que se mue stran a continuación. L as respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. What do moving objects provide to your scene?
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The sky and ground The action (*) The procedures The non-moving scenery Correct 2. In Alice, where are objects added and positioned in the scene?
The Code editor The gallery
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The Scene editor (*) The template Correct 3. Which button is selected in the Alice file menu to save a version of an animation?
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File New Save As... (*) Open Correct 4. Alice 3 will periodically remind you to save your project. True or false?
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Verdadero Falso (*) Correct 5. In Alice, once an instance is added to the scene, it cannot be deleted. True or false?
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Verdadero Falso (*) Correct 6. When is an instance created in Alice?
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After the code is created. After the scenario is saved. After the folder is selected in the gallery. After the class icon is dragged into the scene. (*) Correct 7. Creating multiple versions of your Alice project saves time. True or false?
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Verdadero (*) Falso Correct 8. After objects are positioned in the scene, it is wise to save multiple versions of the project, giving each version the same name. True or false?
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(1) Puntos Verdadero Falso (*) Correct 9. How do you create a programming instruction in Alice?
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Click and drag the desired programming instruction into the Procedures tab. Click and drag the desired programming instruction into the myFirstMethod tab. (*) Click and drag the desired programming instruction into the Scene editor. Click and drag the desired programming instruction into the Functions tab.
10. How do you view the results of procedures entered in the Alice code editor?
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Select the Play button. Select the Run button. (*) View the procedures in the gallery. Save the scene. Correct 11. Copying programming instructions saves time when programming your Alice project. True or false?
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Verdadero (*) Falso Correct 12. Which option copies a programming instruction to the clipboard?
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Clipboard Is Enabled Copy to Clipboard (*) Paste Correct 13. When something is broken or doesn't work as intended in a software program, it is referred to as a _________?
Bug (*)
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Debug Error Code Correct 14. Debugging is the process of finding bugs in a software program. True or false?
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Verdadero (*) Falso Correct
Prueba: Add and Position Objects: Quiz Revise las respuestas, los resultados y l as puntuaciones de las preguntas que se mue stran a continuación. Las respuestas corr ectas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. Saved Alice projects can be opened and edited. True or false?
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Verdadero (*) Falso Correct 2. Which of the following are ways to open an existing Alice project file after launching Alice?
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(Seleccione todas las respuestas correctas) Click and drag the file from your computer into Alice 3. Select the project from the My Projects tab. (*) Browse for the project using the File System tab. (*) Double-click on the project file name in the folder it is stored in on your computer. Correct 3. In Alice, where are objects added and positioned in the scene?
The Code editor The gallery The Scene editor (*) The template
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Correct 4. In Alice, there is a limit of 10 objects per scene. True or false?
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Verdadero Falso (*) Correct 5. In Alice, what does the resize handle style do?
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Simple rotation and movement Rotate about the x, y, and z axes Change size of the object and stretch it along the x, y, and z axes (*) Move along the x, y, and z axes Correct 6. Manually manipulating an Alice object with your cursor is a way to precisely position an object. True or false?
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Verdadero Falso (*) Correct 7. Which of the following is not an example of a one -shot procedure?
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Roll Move Turn Spin (*) Correct 8. Only acting objects have one-shot procedures. True or false?
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Verdadero Falso (*) Correct 9. When you edit an object's properties in the Scene editor, the changes do not take effect until the Run button is clicked. True or false?
Verdadero
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Falso (*) Correct 10. One type of object property is an object's position in the scene. True or f alse?
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Verdadero (*) Falso Correct 11. Which of the following is not one of the positioning axes used in Alice 3?
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x z w (*) y Correct 12. In Alice, where does an instance's axes intersect?
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At the instance's head. At the instance's feet. At the instance's center point. (*) At the world's center point. Correct 13. Which handle style would be used to rotate an object's sub-part about the x, y, and z axes?
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Rotation (*) Default Translation Resize Correct 14. Rings will appear around a sub-part indicating how you can reposition it. True or false?
Verdadero (*) Falso Correct
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Prueba: Use Procedures and Arguments: Quiz Revise las respuestas, los resultados y l as puntuaciones de las preguntas que se mue stran a continuación. Las respuestas corr ectas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. To access the Alice Code editor from the Scene editor, which button do you click?
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Access Code Editor Code Editor Edit Code (*) Code Correct 2. The Alice Scene editor contains tools to rotate the camera view. True or false?
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Verdadero (*) Falso Correct 3. In Alice the Functions tab will display the pre-defined functions for the selected instance. True or false?
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Verdadero (*) Falso Correct 4. The Procedures tab and the Functions tab are the two tabs available in the Alice methods panel. True or false?
Verdadero (*) Falso Correct
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5. Which of the following instructions turns the clown fish left 5 meters?
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this.clownFish turn Left 5.0 (*) this.clownFish turn Left 0.5 this.clownFish turn Left 5 this.Fish turn Left 5 Correct 6. Which of the following procedures turns an object to face another object?
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turn turnToFace (*) orientToUpright moveToward Correct 7. Which of the following is the default control statement in myFirstMethod?
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Count Do Together Do In Order (*) Comment Correct 8. To add a procedure to myFirstMethod, right-click on the procedure you wish to add and select the Add button. True or false?
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Verdadero Falso (*) Correct 9. The Alice move procedure contains which arguments?
(Seleccione todas las respuestas correctas) Object Direction (*) Amount (*) Text
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10. An argument is a value that the procedure uses to complete its task. True or false?
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Verdadero (*) Falso Correct 11. Programming comments do not affect the functionality of your Alice animation. True or false?
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Verdadero (*) Falso Correct 12. What is the first step to entering comments in an Alice program?
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Type comments that describe the sequence of actions in the code segment. Drag and drop the comments tile above a code segment. (*) Drag and drop the comments tile below a code segment. Select the instance from the instance menu. Correct 13. Which of the following ways can you alter a procedure in Alice?
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(Seleccione todas las respuestas correctas) Copy (*) Count Disable (*) Reorder (*) Correct 14. When you disable a programming instruction, it is still executed when you run the Alice animation. True or false?
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Verdadero Falso (*) Correct 15. After each execution of your Alice animation, what element or elements could be adjusted in your code?
Control statements
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Procedures Arguments All of the above (*) Correct 16. It is important to save often while debugging your program. True or false?
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Verdadero (*) Falso Correct
Prueba: Add Rotation and Randomization: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.Which Alice control statement executes a set of procedures simultaneously?
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Together Do together (*) Do in order While 2.Which Alice execution task corresponds with the following storyboard statement? Cat rolls to the left.
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roll Left 1 this.Cat roll Left 1.0 (*) Cat roll Left 1 Cat roll Right 1 3.In Alice, control statements are dragged into the Code editor. True or false?
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Verdadero (*) Falso 4.In Alice, the while control statement executes a s et of procedures a specific number of times. True or false?
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Verdadero Falso (*) 5.In Alice, the computer specifies the low and high range values for the range of numbers from which to pull a randomized number. True or false?
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Verdadero Falso (*) 6.In Alice, which of the following arguments could be replaced with a random number?
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(Seleccione todas las respuestas correctas) Distance (*) Object name Duration (*) Direction Procedure name
Prueba: Declare Procedures: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. In Alice, what are the forms of a scenario?
(Seleccione todas las respuestas correctas) A section of code to write. A problem to solve. (*) A task to perform. (*)
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A person to help. A system to start. 2. An animation gives the scenario a purpose. True or false?
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Verdadero Falso (*) 3. Breaking down a problem or process into smaller parts makes it easier to manage. True or false?
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Verdadero (*) Falso 4. A textual storyboard helps the reader understand the actions that will take place during the animation. True or false?
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Verdadero (*) Falso 5. Which Alice tool is used to demonstrate the process flow of an animation?
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Visual storyboard Textual storyboard Flowchart (*) World Pie chart 6. A flowchart is a useful way to illustrate how your Alice animation's characters will look. True or false?
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Verdadero Falso (*) 7. From your Alice lessons, what does inheritance mean?
Each class inherits the methods and properties of all classes available in Alice. Each superclass inherits the methods and properties of its
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subclass. Each subclass inherits the methods and properties of its superclass. (*) Each class has its own methods and properties that are nontransferable to any other class. 8. Which of the following would a clown fish object in Alice inherit from its class?
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Fins Two eyes Procedures Functions All of the above (*) 9. Procedural abstraction may need to be implemented if an object in Alice needs to perform an action, but there isn't an inherited procedure that accomplishes that action. True or false?
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Verdadero (*) Falso 10.Which of the following is a reason wh y procedural abstraction may be used in programming an animation?
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(Seleccione todas las respuestas correctas) The code is too long. (*) The programmer wants to save the animation. The code is difficult to read. (*) The programmer wants to reuse the code. (*) 11.In Alice, new procedures are declared in the Scene editor. True or false?
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Verdadero Falso (*) 12.In Alice, you could identify when new procedures need to be declared by reviewing the textual storyboard for the animation. True or false? Verdadero (*) Falso
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13.In Alice, which of the following situations could ben efit from declaring a new procedure?
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(Seleccione todas las respuestas correctas) An object needs to move forward, then move up 10 meters. An object needs to say three statements. An object does not have a default procedure for a motion, such as swimming. (*) Multiple objects need to use a motion, such as bunnies hopping. (*) A single motion, such as walking, takes up a lot of room in myFirstMethod. (*) 14.In Alice, if only objects that walk on four legs need to use a procedure, in which superclass would the procedure be declared?
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Quadruped (*) Biped Swimmer Prop
Prueba: Use Control Statements: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.In Alice, which of the following is not a control statement?
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Do In Order While Count Move (*) 2.In Alice, which control statement is used to invoke simultaneous movement? Do Together (*) Do In Order
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While Count Variable 3.In Alice, a walking motion for a bipedal object can be achieved without the Do Together control statement. True or false?
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Verdadero Falso (*) 4.In Alice, different programming is not required for different objects, because all objects move the same way. True or false?
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Verdadero Falso (*) 5.In Alice, when two objects are synchronized and move together, this means that one object is:
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A vehicle of another (*) A class of another An object of another An instance of another 6.In Alice, which procedure is used to assign one object as the vehicle of another? setClassVehicle setObjectVehicle setVehicle (*) Vehicle
Prueba: Use Functions: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.In Alice, where can you view the list of functions available for an object?
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Class description in the Scene editor. Functions tab in the methods panel. (*) Instance pull-down menu. Properties tab in the methods panel. 2.In Alice, functions ask questions about an object. True or false?
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Verdadero Falso (*)
Prueba: Use the IF and WHILE Control Structures: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.In Alice, the If control structure can process one true and one false response. True or false?
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Verdadero (*) Falso 2.The Alice If control structure requires the false statement to be populated. True or false?
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Verdadero Falso (*) 3.A conditional loop is a loop that will continue forever. True or false?
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Verdadero Falso (*) 4.In Alice, we use the While control statement to implement the conditional loop. True or false?
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(1) Puntos Verdadero (*) Falso
Prueba: Use Expressions: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.An example of an expression is:
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"I feel happy." If or Where 3x3=9 (*) Move forward 1 meter 2.Alice uses built-in math operators. They are:
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Add Subtract Multiply Divide All of the above (*) 3.In Alice, which of the following programming statements moves the alien backward the distance to the asteroid, minus 2 meters? x
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this.Alien move backward {this.Alien getDistanceTo this.Asteroid -2} (*) this.Alien move backward {this.Alien getDistanceTo this.Asteroid * 2} this.Asteroid move backward {this.Alien getDistanceTo this.Asteorid / 2} this.Alien move forward {this.Asteroid getDistanceTo this.Alien / 2}
4.In Alice, which of the following programming statements moves the cat forward the distance to the bird?
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this.Cat move forward {this.Bird getDistanceTo this.Cat / 2} this.Cat move {this.Bird getDistanceTo this.Cat / 2} this.Bird move forward {this.Bird getDistanceTo this.Cat} this.Cat move forward {this.Cat getDistanceTo this.Bird} (*)
Prueba: Use Variables: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.Which is an example of the Boolean variable type?
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3 Hello World True or False (*) An object 2.The initializer of a variable with a TextString value t ype could be (select all that apply):
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(Seleccione todas las respuestas correctas) "Greetings" (*) "Howdy" (*) "4" (*) None of the above.
Prueba: Use Keyboard Controls: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.With keyboard controls, you can create Alice animations where the user controls an object that interacts with other objects. True or false? Verdadero (*) Falso
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2.Event listeners look for and resopnd to the interactivity of the computer. True or false? Verdadero Falso (*)
Prueba: Develop a Complete Animation: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. As the Alice programmer, you render the animation on your own. True or false?
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Verdadero Falso (*) 2. In Alice, what are the forms of a scenario?
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(Seleccione todas las respuestas correctas) A section of code to write. A problem to solve. (*) A task to perform. (*) A person to help. A system to start. 3. What can be used as a guideline to ensure your Alice animation fulfills animation principles? The Internet An animation checklist (*) A close friend Other programmers
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4. The animation checklist helps you confirm that all elements of the Alice animation are operating as expected. True or false?
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Verdadero (*) Falso 5. Which of the following elements of the Alice animation should be tested before the animation is considered complete?
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Math calculations operate as expected. Objects move with smooth timing. Comments are added to each sequence of instructions. Control statements are operating as expected. All of the above. (*) 6. The Alice animation should be tested throughout development, not just at the end of the animation's development. True or false?
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Verdadero (*) Falso 7. What type of Alice listener object is required to target a mouse-click on an y object in the scene, allowing the user to drag that object around the scene when the animation is running?
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addDefaultManipulation procedure addMouseListener procedure addDefaultModelManipulation procedure (*) addListener procedure 8. In which Alice class is the addDefaultModelManipulation procedure located? Object class
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Scene class (*) myFirstMethod class Quadruped class 9. When presenting your Alice animation, ensure that your presentation is thoroughly tested and complete. True or false?
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Verdadero (*) Falso 10.When presenting your Alice animation, it is not important to give the audience a reason to listen to the presentation. True or false?
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Verdadero Falso (*)
Prueba: Correlating Java Variables, Data Types, and Expressions with Alice 3 Tools: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. The list below describes variables. All are correct except which one?
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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. (*) 2. Examine the following code. What are the variables?
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args n i t All of the above are variables. (*) 3. The following are examples of what in Java? boolean byte char short int long float double
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Types (*) Expressions Variables Specifications 4. The list below displays valid primitive types in Java, except which one?
boolean String (*) long
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int double 5. The list below displays valid arithmetic operators in Java, except which one?
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+ / * % (*) 6. Results of arithmetic operations cannot be stored in a variable. True or false?
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Verdadero Falso (*) 7. Expressions with relational operators produce true and false values. True or false?
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Verdadero (*) Falso 8. What is the result of the following code?
x>y:x>y
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xy:1 xy:0 x y : true x < y : false (*) x > y : false x < y : true 9. If a value has been assigned to (is stored in) a variable, that value will be overwritten when another value is assigned to the variable using the assignment モ=ヤ operator. True or false?
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Verdadero (*) Falso 10What is the output produced by the following code? .
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is 5 k is 5 (*) is 10 is 5 k is 5 is 10 k is 10 is 15 k is 15
Prueba: Correlating Java Methods, Classes, and
Other Structures with Alice 3 Tools: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. The list below contains method descriptions. All are correct except which one?
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(Seleccione todas las respuestas correctas) A subprogram that acts on data and often returns a value. (*) A set of code that is referred to by name. (*) Can be called at any point in a program simply by utilizing its name. Is associated with an instance variable. 2. Main is an example of what in the following code? public static void main (String[] args) { System.out.println{"Hello World!"); }
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An instance A method (*) A class A variable 3. You have a Class representing Cat. A cat can meow, purr, catch mice, and so on. When you create a new cat, what is it called?
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A submethod A subprogram An instance (*) A subclass A variable class 4. You want a block of code to be executed only once if certain conditions are met. What type of Java construct would you use?
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while loop if (*) array boolean 5. If you want one message to display if a user is below the age of 18 and a different message to display if the user is 18 or o lder, what type of construct would you use?
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for all loop do loop while loop if (*) 6. If you need to repeat a group of Java statements many times, which Java construct should you use?
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(Seleccione todas las respuestas correctas) repeat...until do while loop (*) while loop (*) if 7. Review the code below.
Select the result from the following statements about what happens wh en the loopVal >= 5 . The message "Printing Some Text" will be printed until loopVal is no longer less than 5. The variable loopVal is initialized to 0. The condition loopVal < 5 is tested before executing anything further in the program. (*)
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The condition loopVal < 5 returns a boolean value. None of the above. 8. 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. 9. In Java, a function is a method that must return a value. True or false?
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Verdadero Falso (*) 10What do lines 7, 10 and 13 do in the following code? .
Export files called A, B, and num3. Create a single file containing A, B, and the value of num3. Print "A", "B" and the value of num3 on the screen. (*) None of the above.
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11Consider the following: You want to use the BufferedReader and . InputStreamReader classes to get user input from the command line. Which one of the following import statements must you use? import java.awt.*; x
import java.buffer.*;
x
import java.io.*; (*)
x
import java.io.input.*;
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ection 3 - Using Greenfoot
Prueba: Getting Started with Greenfoot: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.In Greenfoot, what happens to an instance when the Act button is clicked in the environment?
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Only one instance moves until the pause button is clicked. The instance executes all of the programming statements in their class's act method once. (*) The instance executes all of the programming statements in their class's act method repeatedly until the scenario is stopped. The instance executes all of the programming statements in their class's act method two times until the scenario is stopped. The class executes all of the programming statements in their instance's act method two times until the scenario is stopped. 2.In Greenfoot, the Run button repeatedly executes all of the programming statements in the class's act method in sequential order until the pause button is clicked. True or false?
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Verdadero (*) Falso 3.An object is an instance of a class. True or false?
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Verdadero (*) Falso 4.In Greenfoot, the class holds the general attributes of an instance, su ch as the methods it inherits. True or false? Verdadero (*) Falso
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5.A subclass has what kind of relationship to a superclass?
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"for-what" "a-is" "is-a" (*) "is-by" 6.What does an instance of the World class do?
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Provide the acting objects for the scenario. Provide the background scenery for the scenario. (*) Provide the superclass for acting objects. Provide the source code for instances. 7.In Greenfoot, after a subclass is created, what has to o ccur before instances can be added to the scenario?
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Creation of an instance Compilation (*) Creation of source code Editing of source code 8.In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false?
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Verdadero Falso (*)
Prueba: Using Methods, Variables and Parameters: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. In Greenfoot, the move method expects what type of information in its parameters?
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Degrees to turn True or false response String statement Integer of steps to move forward (*) 2. In Greenfoot, the turn method expects what type of information in its parameters?
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Degrees to turn (*) True or false response String statement Integer of steps to move forward Parameter void 3. Using the Greenfoot IDE, only five instances can be added to a scenario. True or false?
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Verdadero Falso (*) 4. In Greenfoot, the instance has a source code editor. True or false?
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Verdadero Falso (*) 5. In the Greenfoot IDE, an instance's position is on the x and y coordinates. True or false?
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Verdadero (*) Falso 6. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Add a video (*) Draw an image Import an image Select an image from the Greenfoot library
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7. An instance variable can be saved and accessed later, even if the instance no longer exists. True or false?
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Verdadero Falso (*) 8. A variable is also known as a ____________.
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Instance Class Field (*) Syntax Method 9. In Greenfoot, the body of the method is located in between which of the following characters?
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Parnetheses ( ) Curly brackets { } (*) Square brackets [ ] Asterisks ** 10.In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Verdadero (*) Falso
Prueba: Working with Source Code and Documentation: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.The list below provides actions you can perform in the Greenfoot code editor except one. Which one should
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be removed? Write source code to tell the class how to act in the scenario. Review the class's inherited methods and properties. (*) Write and edit source code. Write and edit comments. 2.The list below displays components of the Greenfoot source code editor except one. Which one should be removed?
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Documentation Comments Method body Instance creator (*) Class description 3.In a Greenfoot if-statement, the programming statements that the ifstatement executes are written in curly brackets. True or false?
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Verdadero (*) Falso 4.An if-statement requires which type of information returned from the condition?
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Integer Action True or false (*) Method 5.In Greenfoot, which of the following methods display an object's orientation? (Seleccione todas las respuestas correctas) void move()
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int getRotation() (*) int getX() (*) void turn() 6.In Greenfoot, which of the following methods return the world that the instance lives in?
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World getClass() World getWorld() (*) getRotation() getXY()
Prueba: Developing and Testing an Application: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.Which of the following is an incorrectly written programming statement?
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move(): (*) move(2); turn(25); turn(2); 2.Which of the following features of Greenfoot will teach you how to identify bugs in your program?
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Code editor Compilation (*) Instance creation Documentation 3.In object oriented programming, programmers analyze a problem and create objects to solve the problem. True or false? Verdadero (*) Falso
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4.From your Greenfoot lessons, Which of the following statements is most correct?
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My program is complete when it compiles. My program is complete when I add music to it. My program is complete when it runs and I've tested the code. (*) My program is complete when I add images to it.
Prueba: Using Randomization and Understanding Dot Notation and Constructors: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. Which of the following Greenfoot methods returns a random number between 0, up to and including 10,000?
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Greenfoot.getRandomNumber(10,000) Greenfoot.getRandomNumber(10,001) (*) Greenfoot.getRandomNumber(9,999) Greenfoot.getRandomNumber(0-10,000) 2. What does the following Greenfoot programming statement tell the class to do? if (Greenfoot.getRandomNumber(100) < 6) { turn(18); }
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If a random number is returned that is greater than 6, turn 18 degrees. If a random number is returned that is less than 6, move 18 steps. If a random number is returned that is less than 6, turn 18 degrees. (*) Turn 6 degrees, then turn 18 degrees. 3. Which of the following comparison operators represents "greater than or equal"? > >= (*) ==
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!= 4. In Greenfoot you can use comparison operators to compare a variable to a random number. True or false?
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Verdadero (*) Falso 5. An if-else statement executes its first code block if a condition is true, and its second code block if a condition is false, but not both. True or false?
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Verdadero (*) Falso 6. The first step to executing an if-else statement is to:____________.
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Execute the if statement Execute the else statement Evaluate the class Evaluate the condition (*) 7. The list below displays characteristics of a Greenfoot world constructor, except for one. Which one should be removed?
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Defines the instance's size and resolution. Has a void return type. (*) Has no return type. Has the same name as the name of the class. Executed automatically when a new instance of the class is created. 8. In Greenfoot, which keyword calls the World superclass?
world constructor super (*) addObject new
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9. In Greenfoot, which of the following is the correct notation for calling a method for an instance of a class?
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object-name.method-name(parameters); (*) class-name.method-name(parameters); Method-name.object-name(parameters); Method-name.object-name; 10.In Greenfoot, a semicolon is not necessary at the end of a method that uses dot notation. True or false?
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Verdadero Falso (*) 11.In Greenfoot, the origin of the world coordinate system (0,0) starts in the center of the world. True or false?
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Verdadero Falso (*) 12.Which keyword indicates that Greenfoot needs to create a new object?
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new (*) addObject newObject newClass
Prueba: Defining Methods: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.In the Greenfoot IDE, any new methods you create are written in the class's source code, below the act method. True or false?
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Verdadero (*) Falso 2.In reference to Greenfoot, if the following method was defined in a
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superclass,
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public void lookForEdge(){ ... } all subclasses of the superclass will inherit the method. True or false? Verdadero (*) Falso
Prueba: Using Sound and Keyboard Control: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.In Greenfoot, the sound file must be saved in the scenario and written in the source code for it to play. True or false?
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Verdadero (*) Falso 2.You cannot record unique sounds in Greenfoot. You can only use the sounds that are stored in the Greenfoot library. True or false?
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Verdadero Falso (*) 3.What type of parameter does the keyDown method expect?
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The password that will protect the class. The name of the key to press on the keyboard. (*) The name of the class that will use the key. The name of the sound file to play when the key is pressed.
Prueba: Creating a World, Animating Actors, and Ending a Game: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*).
Section 1 (Responder todas las preguntas de esta sección) 1. In Greenfoot, which method body correctly adds an instance of the World to a scenario, with size x = 300 y = 300 and a resolution of 2 pixels per cell?
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world(300, 300, 2); Super(300,300,2); super(2,300,300); super(300,300,2); (*) 2. A constructor is executed once in the course of a Greenfoot scenario. True or false?
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Verdadero Falso (*) 3. Which Wh ich of the following Greenfoot programming statements creates a new instance of Duke, and places him at x = 140, y = 130 in the world?
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addObject(new( ), 140, 130); addObject(new Duke( ), 140, 130); (*) new(addObject(Duke ), 140, 130); new(Duke( ) 140, 130); 4. Which keyword is used to add an actor to a Greenfoot world?
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addObject add new (*) super 5. Which of the following is the correct syntax for declaring a variable in Greenfoot? (Seleccione todas las respuestas correctas) public variable-type variable-name; (*) private variable-name, variable-type; public variable-name variable type;
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private variable-type variable-name; (*) 6. In Greenfoot, what is the purpose of the variable type?
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Defines the access specifier used with the variable. Defines what kind of data to store in the variable. (*) Defines which class the variable is associated with. Defines the instance that the variable is associated with. 7. Which operator is used to test if values are equal?
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< == (*) > !> 8. In Greenfoot, the == operator is used to test if two values are equal. True or false?
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Verdadero (*) Falso 9. The GreenfootImage class enables Greenfoot actors to maintain their visible image by holding an object of type GreenfootImage. True or false?
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Verdadero (*) Falso 10.What 10.What does the following programming statement mean? image1 = new GreenfootImage("duke12.pngヤ); The variable, image1, cannot use the image file, duke12.png. The image file, duke12.png, has just been drawn and imported into the scenario. The image file, duke12.png, is assigned to the variable image1. (*) Image files from 1-119 are associated with image1.
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11.In 11.In Greenfoot, which method is used to end a game?
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Class.stop( ); Greenfoot.stop( ); (*) Duke.stop( ); Game.stop(1); 12.Where 12.Where can we review the available classes and methods in Greenfoot, including the stop method?
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Class menu Object menu Class Application Programmers' Interface (API) Greenfoot Application Programmers' Interface (API) (*)
Prueba: Understanding Abstraction: Abstraction: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.From 1.From your Greenfoot lessons, which of the following are ex amples of when abstraction techniques are used?
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Assigning a sound file to an instance. Assigning a keyboard key to an instance. Assigning an image file to an instance. All of the above. (*) 2.Abstraction 2.Abstraction occurs in many different ways in programming. True or false?
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Verdadero (*) Falso
Prueba: Using Loops, Variables, and Strings: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1
(Responder todas las preguntas de esta sección) 1. From your Greenfoot lessons, which of the following are examples of actions that can be achieved using the while loop?
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Create 50 instances of the Duke class. Call the move method 1 million times. Call the move and turn methods 10 times. Create 100 instances of an Actor subclass. All of the above. (*) 2. Which of the following is not a component of a while loop?
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Local variable Control operator Loop variable if statement (*) while keyword 3. If an end to a while loop is not established, what happens?
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The code stops after 10 executions. The code stops after 20 executions. The condition becomes false after one minute of executions. The code executes and does not stop. (*) 4. Infinite loops are a common cause of errors in programming. True or false?
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Verdadero (*) Falso 5. An array is an object that holds multiple methods. True or false?
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Verdadero Falso (*) 6. In Greenfoot, arrays are a way to hold and access multiple variables, and assign different values to new instances each time the while loop
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executes and produces a new instance. True or false?
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Verdadero (*) Falso 7. Which of the following Greenfoot logic operators represents "not"?
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& && = ! (*) 8. In the Greenfoot IDE, what does the AND operator (&&) do?
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Compares two boolean values, and returns a boolean value which is true if and only if both of its operands are true. (*) Compares two boolean values, and returns a boolean value which is true if and only if one of its operands are true. Compares two boolean values and returns a boolean value which is true if either one of the operands is true. Compares two boolean variables or expressions and returns a result that is true if either of its operands are true. 9. In Greenfoot, a local variable is declared at the beginning of a class. True or false?
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Verdadero Falso (*) 10.In Greenfoot, what types of values cannot be stored in a local variable?
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Class name Objects Integers World name Method (*) 11.In Greenfoot, string concatenation reduces the nu mber of redundant characters or phrases you need to type into each array. True or false?
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Verdadero (*) Falso 12.Which of the following is an example of string concatenation?
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Instead of entering ".png" after each image file name, add && ".png" after the imageName value in the programming statement. Instead of entering ".png" after each image file name, add = ".png" after the imageName value in the programming statement. Instead of entering ".png" after each image file name, add + ".png" after the imageName value in the programming statement. (*) Instead of entering ".png" after each image file name, add ".png" after the imageName value in the programming statement.
Prueba: Creating an Inventory of Java Fundamentals: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.From your Greenfoot lessons, the __________ control structure is used to compare and make a decision.
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Conditional (*) Repetition Obsolete Rewind 2.From your Greenfoot lessons, the __________ control structure is often referred to as loops.
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Conditional Repetition (*) Obsolete Rewind 3.The construct listed below is described as a __________________. /**
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* Get value and store in variable */ Method Comment (*) Variable Assignment Instruction 4.The construct listed below is described as a __________________.
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termvar = scanterm.nextLine(); Method Comment Variable Assignment (*) Instruction 5.What is wrong with the following line of code?
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System.out.println(termvar+メ; ム+termdef); There are parenthesis instead of brackets. There are parenthesis instead of curly braces. There are single quotes instead of double quotes. (*) The command is incorrectly capitalized. Nothing is wrong with the code. 6.Which line of code contains a syntax error?
2 3 (*) 4 5
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6 7.In which step to create a Greenfoot game do you find and resolve errors in the game?
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Define the problem Design the solution Program the solution Test the solution (*) 8.In which step to create a Greenfoot game is the solution implemented?
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Define the problem Design the solution Program the solution (*) Test the solution 9.From your Greenfoot lessons, which of the following are ex amples of Q/A test variations?
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Change the environment, change the programmer, change the execution Change the execution, change the data, change the environment (*) Change the environment, change the execution, change the language All of the above. . 10The variations listed below are examples of changing what part of Q/A testing?
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Input numbers when characters are expected Input characters when numbers are expected Input symbols Change the environment Change the execution Change the data (*) None of the above
Prueba: Java Fundamentals Midterm Exam Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*).
Section 2 (Responder todas las preguntas de esta sección) 1. Before you can begin to develop the animation storyboard, what must be defined?
The code The debugging process The scenario (*) The control statements 2. From your Alice lessons, inheritance means that the superclass inherits its traits from the subclass. True
Verdadero Falso (*) 3. In Alice, objects inherit the characteristics of their:
Code Project Class (*) Program 4. From your Alice lessons, what is a one-shot procedural method?
A procedure that is invoked when the Run button is clicked. A procedure that is used to make a scene adjustment. (*) A procedure that is dragged into the Code editor. A procedure that is used to launch the program. 5. In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, false? Verdadero (*) Falso 6. Which of the following actions would require a control statement
to control animation timing? (Seleccione todas las respuestas correctas) A biped object walking. (*) A rock object turning. A fish swimming. (*) A bird flying. (*) 7. In Alice, a computer program requires functions to tell it how to perform the procedure. True o
Verdadero Falso (*) 8. An Alice event is considered what?
A party with at least 20 people. An object's orientation. Error handling. A keystroke or mouse click. (*) 9. Which of the following statements about methods is false?
Classes must be defined directly within a method definition. (*) Methods whose return type is not void are required to include a return statement specifyi 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. 10. What do lines 7, 10 and 13 do in the following code?
Export files called A, B, and num3. Create a single file containing A, B, and the value of num3. Print "A", "B" and the value of num3 on the screen. (*) None of the above. 11. From your Alice lessons, which programming instruction represents the following movement: A turtle moves forward half the distance to the flower.
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this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 2.0 (*) this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 0.5 this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 1.0 this.Turtle move Forward this.Turtle getDistanceTo this.Flower * 2 12. A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false? Verdadero (*) Falso 13. In Alice, we can avoid object collision using what?
Slowing movements down.
Using math operators. (*) Downloading the Alice 3 collision detector app. Using object detection. 14. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree? this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*) this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree * 2} this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2} this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2} 15. From your Alice lessons, what does the Count control statement do?
Executes statements a random number of times. Executes statements simultaneously. Executes statements a specific number of times. (*) Executes statements while a condition is true. 16. From your Alice lessons, if you examined a science process that had many steps, which of the following is a way that you could apply functional decomposition to this process?
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1. Present the problem as an animation. 2. Further refine and define the tasks needed for each high level step. 3. Identify the high level steps for the science concept. 1. Identify the detailed steps for the science concept. No correcta 2. Present the problem as an animation. 1. Present the problem as an animation. 1. Identify the high level steps for the science concept. 2. Further refine and define the tasks needed for each high level step. 3. Present the problem as an animation. (*) correcta 17. From your Alice lessons, the "Checklist for Animation Completion" does not ask questions about the scenario and storyboards, because these are not valid parts of the animation creation process. True or false? Verdadero
Falso (*) 18. Which of the following is not a reason for why comments are helpful in an Alice program? Comments change the functionality of the program. (*) Comments describe the intention of the programming instructions. Comments can outline the programming instructions. Comments help during debugging and testing so the tester knows how the programming statements are supposed to work. 19. If the value already exists in the variable it is overwritten by the assignment operator (=). True or false? Verdadero (*) Falso 20. Which of the following is not a valid primitive type in Java?
boolean String (*) long int double 21. From your Alice lessons, variables are fixed and cannot be changed. True or false?
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Verdadero Falso (*) 22. Which of the following programming instructions commands the fish to continuously move forward a r between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark?
(*)
Section 3 (Responder todas las preguntas de esta sección) 23. In Greenfoot, what happens if the condition is false in an if-statement?
The programming statements are executed. The if-statement is executed.
The act method is deleted. The programming statements are not executed. (*) 24. From your Greenfoot lessons, what are the ways that you can view a class's methods?
(Seleccione todas las respuestas correctas) In the scenario In the class's documentation (*) By right-clicking on an instance (*) In the Greenfoot gallery 25. Which of the following type of audience should you ask to play your Greenfoot game during the testing
Testing Target (*) Primary Programmer 26. When designing a game in Greenfoot, it helps to define the actions that will take place in a textual storyboard. True or false?
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Verdadero (*) Falso 27. What type of parameter does the Greenfoot playSound method expect? name of a sound file (as String) (*) name of an integer (as int) name of a keyboard key (as String)
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name of the class (as String) 28. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false?
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Verdadero (*) Falso 29. From your Greenfoot lessons, a scenario is a game or simulation implemented in Greenfoot. True or false?
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Verdadero (*) Falso 30. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false?
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Verdadero (*) Falso 31. In Greenfoot, the properties of an instance can be modified in the documentation. True or false?
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Verdadero Falso (*) 32. What type of Greenfoot method would be used to turn an object?
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orientTo( ); turnAround( ); move ( ); turn( ); (*) 33. In the Greenfoot IDE, which type of variable allows instances to store information? Method variable Instance variable (*)
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Class variable World variable 34. From your Greenfoot lessons, to view the methods that a class inherits, open the code editor and select documentation from the Tools menu. True or false?
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Verdadero (*) Falso 35. In Greenfoot, a local variable is declared at the beginning of a class. True or false?
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Verdadero Falso (*) 36. In Greenfoot, what happens if the end to a while loop isn't established?
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The code will keep executing and will never stop. (*) The code will execute once and then stop, due to controls in Greenfoot. The code will prompt you to enter a loop counter. The code will not execute. 37. From your Greenfoot lessons, which symbol represents string concatenation?
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Symbol & Symbol < Symbol = Symbol + (*) 38. In a Greenfoot loop constructor, which component is a counter that controls how many times the statement is executed? Local loop While loop Loop variable (*)
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Condition 39. In Greenfoot, objects are created from:
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Methods Classes (*) Signatures Parameters 40. From your Greenfoot lessons, what is incorrect in this code example:
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setLocation(getX(), (int) (altitude); Spacing Capitalization Parenthesis (*) Comma 41. From your Greenfoot lessons, which of the following is an example of changing test data during a Q/A test cycle?
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Use a different operating system. Use the mouse instead of the keyboard. Use symbols instead of numbers. (*) All of the above. 42. In Greenfoot, a way to have all subclasses of a superclass inherit a method is by adding the method to the superclass. True or false? Verdadero (*) Falso
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43. In Greenfoot, defined methods must be used immediately. True or false?
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Verdadero Falso (*) 44. Use your Greenfoot knowledge to answer the question: Where are defined variables typically entered in a class's source code?
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In the defined method in the source code. Between the constructors and methods in the source code. After the constructors and methods in the source code. At the top of the source code, before the constructors and methods. (*) 45. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized?
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addClass addWorld addObject (*) addInstance 46. From your Greenfoot lessons, where should the stop method be inserted into the source code?
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In the defined method. In the act method. (*) In the import statement. In the class header. 47. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances? Animal
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World (*) Actor Vector 48. From your Greenfoot lessons, which axes define an object's position in a world?
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(Seleccione todas las respuestas correctas) x (*) z y (*) w 49. In Greenfoot, you can use comparison operators to compare a variable to a random number. True or false?
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Verdadero (*) Falso 50. Use you Greenfoot knowledge: What range of numbers does the following method return? Greenfoot.getRandomNumber(30) 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.
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Section 4 - Using Eclipse Prueba: Compiling with Eclipse - A First Program: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. When Eclipse launches, the Welcome page displays. Once this page is closed you cannot return to the resources available on this page. True or False?
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Verdadero Falso (*) 2. Eclipse provides an edit area to help you navigate a hierarchy of information. True or False?
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Verdadero Falso (*) 3. Eclipse provides views to help you navigate a hierarchy of information. True or False?
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Verdadero (*) Falso 4. Tabs are used when more than one file is open in the edit area. True or False?
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Verdadero (*) Falso 5. A perspective is described as:
A combination of views and editors (*) A combination of views and windows
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A combination of editor tabs None of the above 6. The ______________ is the location into which you will store and save your files.
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Perspective Workspace (*) Editor None of the above 7. A workspace can have one or more stored projects. True or false?
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Verdadero (*) Falso 8. Identify the components in the image below.
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A-Main Method, B-Class, C-Package A-Class, B-MainMethod, C-Package A-Package, B-Main Method, C-Class (*) None of the above 9. In Eclipse, when you run a Java Application, the results may be displayed in the Console View. True or False?
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Verdadero (*) Falso 10.A _______________ is used to organize Java related files.
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Project Workspace Package (*) Collection 11.You need to _______________ Java code to generate a .class file
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Collect Compile (*) Package Assemble 12.In a project, 2 of the classes must contain a main method. True or False?
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Verdadero Falso (*) 13.For every opening curly brace { there must be a closing curly brace} or the program will not compile without error. True or False?
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Verdadero (*) Falso 14.Semi-colons at the end of each line are not required to compile successfully. True or False?
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Verdadero Falso (*) 15.What symbols are required for a compiler to ignore a co mment?
// (*)
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/* */ /*/ 16.When converting gallons to liters its best to put the calculation result into a variable with a _______________ data type.
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int double (*) boolean None of the above 17.Two variables are required to support a conve rsion of one unit of measure to another unit of measure. True or False?
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Verdadero (*) Falso
Prueba: Using Object Classes and Driver Classes: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1Which of the two diagrams below illustrate the general form of a Java program? .
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Example A Example B (*) 2When importing another package into a class you must import the entire package . as well as the package classes that will be called. True or False?
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Verdadero Falso (*) 3Which of the following defines a driver class?
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.
Revisión (1) Puntos Contains a main method and other static methods. (*) Contains classes that define objects. Contains a main method, a package, static methods, and classes that define objects. None of the above.
4Which of the following defines an object class? .
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Contains a main method and other static methods. Contains classes that define objects. (*) Contains a main method, a package, static methods, and classes that define objects. None of the above. 5The following defines a package keyword: .
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Defines where this class lives relative to other classes, and provides a level of access control. (*) Provides the compiler information that identifies outside classes used within the current class. Precedes the name of the class. 6The following defines an import keyword: .
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Defines where this class lives relative to other classes, and provides a level of access control. Provides the compiler information that identifies outside classes used within the current class. (*) Precedes the name of the class. 7The following defines a class keyword: .
Defines where this class lives relative to other classes, and provides a level of access control.
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Provides the compiler information that identifies outside classes used within the current class. Precedes the name of the class. (*)
Prueba: Programming with Data Types and Operators: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1What is the output of the following lines of code? . int j=7,k=5,m=8,result; result=j/m*k; System.out.println(result);
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0 (*) 4.375 0.175 280 2What is the output of the following lines of code? . int j=7,k=5,m=8,result; result=j-k%3*m; System.out.println(result);
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0 16 2 -9 (*) 3Which of the following is not correct Java code? .
double x=Math.sqrt(16); double x=Math.pow(3,4)*5.0; double x=Math.PI*5.0; double x=Math.pow; (*)
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4Which line of Java code assigns the value of 5 raised to the power of 8 to a? .
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double a=15^8; double a=Math.pow(5,8); (*) int a=Math.pow(8,5); int a=Math.pow(5,8); double a=pow(8,5); 5Write a declaration statement that will hold a n umber like 2.541. .
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char number; int number; float number; (*) boolean number; 6Which of the following is the name of a Java primitive data type? .
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String int (*) Rectangle Object 7Which of the following is not a legal name for a variable? .
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R2d2 dgo2sleep 4geeks (*) to_be_or_not_to_be 8Which of the following examples of Java code is not correct? .
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int x=6; double d=4.5; boolean b=1; (*) char c='r'; 9Which of the following statements correctly assigns "3 times 10 to the 4th power" to the . variable number?
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double number=3*10^4; double number=3(e4); double number=3e4; (*) double number=3*10e4; 1Which line of code does not assign 3.5 to the variable x? 0 .
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double x=3.5 x=3.5; 3.5=x; (*) x=7.0/2.0; 1Consider the following: 1 . You are writing a class and are using a global variable. Inside a method you declare a local variable with the same name as the global variable.
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This programming style is poor because inside the method the global variable will have precedence over the local variable with the same name. True or false? Verdadero Falso (*) 1What will the method methodA print to the screen? 2 .
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18 (*) 15 6 3 1Which line of Java code properly calculates the volume of a cone using 3 . where r and h are Java primitive integers?
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double V=1/3*3.14*r*r*h; double V=(double)1/3*Math.PI*Math.pow(r,2)*h; (*) double V=1/3*Math.PI*Math.pow(r,2)*h; double V=(double)1/3*Math.PI*Math.pow(2,r)*h; double V=1/3*3.14*r(2)*h; 1Given the following declaration: int z=5,m=6; 4 . Which line of Java code properly casts one type into another without data loss? double x=(double)z/m; (*) double x=z/m; double x=(double)(z/m); double x= double z/m;
Prueba: Using Strings: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1Consider the following code snippet. What is printed? .
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String river = new String("Hudson"); System.out.println(river.length());
(1) Puntos
6 (*) 7 8 Hudson river 2Which of the following creates a String reference named str and . instantiates it?
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String str; str="str"; String s="str"; String str=new String("str"); (*) 3Declaring and instantiating a String is much like a ny other type of . variable. However, once instantiated, they are final and cannot be changed. True or false?
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Verdadero (*) Falso 4Which of the following statements declares a String object called . name?
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String name; (*) String name int name; double name; 5Suppose that s1 and s2 are two strings. Which of the statements or . expressions are valid?
(Seleccione todas las respuestas correctas) String s3 = s1 + s2; (*) String s3 = s1 - s2;
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s1 <= s2 s1.compareTo(s2); (*) int m = s1.length(); (*) 6Consider the following code snippet. What is printed? .
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PoliiPolii (*) Polii auaacauaac auaac ArrayIndexOutofBoundsException is thrown 7What will the following code segment output? .
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"\\\\\" \"\\\\\" "\\" (*) "\\\" 8What will the following code segment output? .
""\\" ""\" ""\ " (*) """\ "" ""\ ""
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9The following program prints "Equal". True or false? .
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Verdadero (*) Falso 1Which of the following creates a String named string? 0 .
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char string; String s; String string; (*) String String; String char; 1Given the code below, which of the following would equate to true? 1 . String s1 = "yes"; String s2 = "yes"; String s3 = new String(s1);
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(Seleccione todas las respuestas correctas) s1 == s2 (*) s1 = s2 s3 == s1 s1.equals(s2) (*) s3.equals(s1) (*) 1The String methods equals and compareTo perform the exact same 2function. True or false? . Verdadero Falso (*)
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1The == operator can be used to compare two String objects. The result Marcar 3is always true if the two strings are identical. True o r false? para Revisión . (1) Puntos Verdadero Falso (*) 1The following program prints "Equal". True or false? 4 .
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Verdadero Falso (*) 1Given the code below, which of the following calls are valid? 5 . String s = new String("abc");
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(Seleccione todas las respuestas correctas) s.trim() (*) s.replace('a', 'A') (*) s.substring(2) (*) s.toUpperCase() (*) s.setCharAt(1,'A') 1Consider the following code snippet. What is prin ted? 6 . String ocean = new String("Atlantic Ocean"); System.out.println(ocean.indexOf('a'));
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0 2 3 (*) 11 12 1Consider the following code snippet. What is printed? 7
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.
(1) Puntos
55555 87668 (*) AtlanticPacificIndianArcticSouthern The code does not compile. An ArrayIndexOutofBoundsException is thrown. 1Consider the following code snippet. What is printed? 8 .
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55555 87658 AtlanticPacificIndianArcticSouthern The code does not compile. An ArrayIndexOutofBoundsException is thrown. (*)
Prueba: Using Scanner and Conditional Statements: Quiz Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.What will print if the following Java code is executed?
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0 3 (*) 4 5 2.Which of the following correctly initializes an instance of Scanner, called "in", that reads input from the console screen?
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Scanner in = new Scanner(System.in); (*) Scanner in = new Scanner("System.in"); Scanner in = Scanner(System.in); System.in in = new Scanner(); 3.Which of the two diagrams below illustrate the correct syntax for variables used in an if-else statement?
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Example A (*) Example B 4.In an if-else construct, the condition to be evaluated must be contained within parentheses. True or False?
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Verdadero (*) Falso 5.The six relational operators in Java are:
>,<,=,!,<=,>= >,<,=,!=,=<,=> >,<,=,!=,<=,>=
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>,<,==,!=,<=,>= (*) 6.Determine whether this boolean expression evaluates to true or false: !(3<4&&5>6||6<=6&&7-1==6)
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Verdadero Falso (*) 7.The three logic operators in Java are:
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!=,=,== &&, ||, ! (*) &&,!=,= &,|,= 8.What is the difference between the symbols = and == ?
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The symbol = is used in if statements and == is used in loops. The symbol == is used to assign values to variables and the = is used in declarations. The = is use to assign values to variables and the == compares values. (*) There is no difference. 9.In Java, each case seqment of a switch statement requires the keyword break to avoid "falling through".
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Verdadero (*) Falso 1The following code fragment properly implements the switch statement. T rue or 0.false? default(input) switch '+': answer+=num; break; case '-':
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answer-=num; break; !default System.out.println("Invalid input"); Verdadero Falso (*) 1How would you use the ternary operator to rewrite this if statement? 1. if (skillLevel > 5) numberOfEnemies = 10; else numberOfEnemies = 5;
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numberOfEnemies = ( skillLevel > 5) ? 5 : 10; numberOfEnemies = ( skillLevel < 5) ? 10 : 5; numberOfEnemies = ( skillLevel >= 5) ? 5 : 10; numberOfEnemies = ( skillLevel >= 5) ? 10 : 5; numberOfEnemies = ( skillLevel > 5) ? 10 : 5; (*) 1How would you use the ternary operator to rewrite this if statement? 2. if (gender == "male") System.out.print("Mr."); else System.out.print("Ms.");
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System.out.print( (gender == "male") ? "Mr." : "Ms." ); (*) System.out.print( (gender == "male") ? "Ms." : "Mr." ); (gender == "male") ? "Mr." : "Ms." ; (gender == "male") ? "Ms." : "Mr." ;
Prueba: Using Program Control Statements: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. What is a loop?
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A keyword used to skip over the remaining code. A set of logic that is repeatedly executed until a certain condition is met. (*) A segment of code that may only ever be executed once per call of the program. None of the above. 2. It is necessary to end all loops at some point in your Java program. True or false?
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Verdadero (*) Falso 3. Which of the following are types of loops in Java?
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(Seleccione todas las respuestas correctas) while (*) if/else do-while (*) for (*) 4. What is the function of the word "break" in Java?
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It exits the current loop or case statement. (*) It continues onto the next line of code. It stops the program from running. It does not exist in Java. 5. Identify which situation could be an example of a while loop.
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Taking coins out of a pile one at a time and adding their value to the total until there are no more coins in the pile to add. Attending class while school is not over for the d ay. Petting each animal at the pet store one at a time until all the animals have been petted. All of the above. (*) 6. What is one significant difference between a while loop and a do-while loop?
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(1) Puntos There is no difference between a DO-WHILE loop and a WHILE loop. A DO-WHILE loop does not exist in Java and a WHILE loop does. A DO-WHILE loop includes an int that serves as a counter and a WHILE loop does not. A DO-WHILE loop will always execute the code at least once, even if the conditional statement for the WHILE is never true. A WHILE loop is only executed if the conditional statement is true. (*) 7. A counter used in a for loop cannot be initialized within the For loop statement. True or False?
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Verdadero Falso (*) 8. The syntax below represents a valid initialization of a for loop counter. True or False?
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public class ForLoop { public static void main (String args[]) { for (int i=10; i <20; i++) {System.out.println("i: "+i); } } } Verdadero (*) Falso 9. For both the if-else construct and the for loop, it is true to say that when the condition statement is met, the construct is exited. True or False?
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Verdadero Falso (*) 10.In a for loop, the counter is automatically incremented after each loop iteration. True or False?
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Verdadero Falso (*) 11.Which of the following correctly initializes a for loop that executes 5 times?
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for(int i = 0; i == 6; i++) for(int i = 1; i < 6; i++) (*) for(int i = 0; i < 5; I++) for(int i = 1; i < 5; I++)
Section 6 - Using Arrays and Exceptions
Prueba: Using Arrays: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. Which of the following statements is a valid array declaration?
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(Seleccione todas las respuestas correctas) int number(); float average[]; (*) double[] marks; (*) counter int[]; 2. The following array declaration is valid: int[] y = new int[5];
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Verdadero (*) Falso 3. Which of the following declares a one dimensional array named "score" of type int that can hold 9 values?
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int score; int[] score; int[] score=new int[9]; (*) int score=new int[9]; 4. Which of the following declares and initializes a one dimensional array named words of size 10 so that all entries can be Strings?
String words=new String[10]; char words=new char[10];
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char[] words=new char[10]; String[] words=new String[10]; (*) 5. Which of the following declares and initializes a two dimensional array?
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int[][] array={{1,1,1},{1,1,1},{1,1,1}}; (*) int[] array={{1,1,1},{1,1,1},{1,1,1}}; int[][] array={1,1,1},{1,1,1},{1,1,1}; int[][] array={1,1,1,1,1,1,1,1,1}; 6. What is the output of the following segment of code?
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222220 0 (*) 220 2 This code does not compile. 7. What is the output of the following segment of code?
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1286864 643432 262423242322 666666 (*) This code does not compile. 8. Which of the following declares and initializes a two dimensional array named values with 2 rows and 3 columns where each element is a reference to an
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Object?
(1) Puntos
String[][] values={"apples","oranges","pears"}; String[][] values=new String[3][2]; String[][] values=new String[2][3]; (*) String[][] values; 9. Which of the following declares and initializes a two dimensional array where each element is a reference type?
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String words=new String[10]; char[][] words; char[][] words=new char[10][4]; String[][] words=new String[10][3]; (*) 10Which of the following statements print every element of the one dimensional . array prices to the screen?
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for(int i=0; i < prices.length; i++){System.out.println(prices[i]);} (*) System.out.println(prices.length); for(int i=1; i <= prices.length; i++){System.out.println(prices[i]);} for(int i=0; i <= prices.length; i++){System.out.println(prices[i]);} 11What is the output of the following segment of code? .
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753 6 7766554433221 7531 (*) This code does not compile. 12The following creates a reference in memory nam ed y that can refer to five . different integers via an index. True or false? int[] y = new int[5];
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Verdadero (*) Falso 13The following creates a reference in memory nam ed z that can refer to seven . different doubles via an index. True or false? double z[] = new double[7];
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Verdadero (*) Falso 14What is the output of the following segment of code if the command line . arguments are "apples oranges pears"?
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apples pears (*) oranges args This code does not compile. 15What is the output of the following segment of code if the command line . arguments are "apples oranges pears"?
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0 1 2 3 (*) This code does not compile. 16What will be the content of array variable table after executing the following . code?
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000 000 000 100 010 0 0 1 (*) la correcta 1 0 0 no es correcta 110 111 001 010 100 17What is the output of the following segment of code? .
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1286864 (*) 643432 262423242322 666666 This code does not compile. 18After execution of the following statement, which of the following are true? . int number[] = new int[5]; number[0] is undefined number[4] is null number[2] is 0 (*)
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number.length() is 6 19The following array declaration is valid. True or false? . int x[] = int[10];
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Verdadero Falso (*)
Prueba: Sorting and Searching: Quiz Revise las respuestas, los resultados y las puntuaciones de las pr eguntas que se muestran a continuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1. Which of the following best describes lexicographical order?
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A simple sorting algorithm that is inefficient on large arrays. An order based on the ASCII value of characters. (*) A complex sorting algorithm that is efficient on large arrays. The order of indicies after an array has been sorted. 2. Which of the following is the correct lexicographical order for the conents of the int array {17, 1, 1, 83, 50, 28, 29, 3, 71, 22}
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{71, 1, 3, 28,29, 50, 22, 83, 1, 17} {83, 71, 50, 29, 28, 22, 17, 3, 1, 1} {1, 1, 17, 22, 28, 29, 3, 50, 71, 83} {1, 2, 7, 0, 9, 5, 6, 4, 8, 3} {1, 1, 3, 17, 22, 28, 29, 50, 71, 83} (*) 3. Bubble Sort is a sorting algorithm that involves swapping the smallest value into the first index, finding the next smallest value and swapping it into the next index and so on until the array is sorted. True or false?
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Verdadero Falso (*) 4. Which of the following sort algorithm was used to sort the char array {'M', 'S', 'A', 'T', 'H'}. The steps are shown below: {'M', 'S', 'A', 'T', 'H'} {'M', 'A', 'S', 'T', 'H'} {'A', 'M', 'S', 'T', 'H'} {'A', 'M', 'S', 'H', 'T'} {'A', 'M', 'H', 'S', 'T'}
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{'A', 'H', 'M', 'S', 'T'} Selection Sort Merge Sort Bubble Sort (*) Sequential Search Binary Search 5. Selection sort is efficient for large arrays. True or false?
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Verdadero Falso (*) 6. Selection sort is a sorting algorithm that involves finding the minimum value in the list, swapping it with the value in the first position, and repeating these steps for the remainder of the list. True or false?
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Verdadero (*) Falso 7. Binary searches can be performed on sorted and unsorted data. True or false?
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Verdadero Falso (*) 8. Which searching algorithm involves using a low, middle, and high index value to find the location of a value in a sorted set of o f data (if it exists)?
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Sequential Search Merge Sort Selection Sort Binary Search (*) All of the above 9. A sequential search is an iteration through the array that stops at the index where the desired element is found. True or false? Verdadero (*) Falso
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10.Why 10.Why might a sequential search be inefficient?
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It utilizes the "divide and conquer" method, which makes the algorithm more error prone. It requires incrementing through the entire array in the wo rst case, which is inefficient on large data sets. (*) It involves looping through the array multiple times before finding the value, which is inefficient on large data sets. It is never inefficient. 11.Big-O 11.Big-O Notation is used in Computer Science to describe the performance of Sorts and Searches on arrays. True or false?
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Verdadero (*) Falso 12.Of 12.Of the options below, what is the fastest run-time?
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n n^2 lg(n) (*) n*lg(n)
Prueba: Handling Errors: Quiz Revise las respuestas, los resultados y las puntuaciones de las pre guntas que se muestran a continuación. con tinuación. Las respuestas correctas están marcadas con un asterisco (*). Section 1 (Responder todas las preguntas de esta sección) 1.Which 1.Which of the following would give you an array index out of bounds exception? Misspelling a variable name somewhere in your code. Refering to an element of an array that is at an index less than the length of the array minus one. Using a single equal symbol to compare the value of two integers. Refering to an element of an array that is at an index greater than the length of that array minus one. (*) Unintentionally placing a semicolon directly after initializing a for loop.
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2.What 2.What exception message indicates that a variable may have been mispelled somewhere in the program?
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variableName cannot be resolved to a variable (*) method methodName(int) is undefined for the type className Syntax error, insert ";" to complete statement All of the above 3.Which 3.Which of the following defines an Exception?
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A very severe non-fixable problem with interpreting and running your code. Code that has no errors and therefore runs smothly. A problem that can be corrected or handled by your code. (*) An interpreter reading your code. 4.What 4.What do exceptions indicate in Java?
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(Seleccione todas las respuestas correctas) The code has considered and dealt with all possible cases. A mistake was made in your code. (*) There are no errors in your code. Exceptions do not indicate anything, their only function is to be thrown. The code was not written to handle all possible conditions. (*) 5.Which 5.Which line of code shows the correct way to throw an exception?
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new throw Exception("Array index is out of bounds"); throw new Exception("Array index is out of bounds"); (*) throw Exception("Array index is out of boun ds"); throws new Exception("Array index is out of bound s"); 6.What 6.What does the interpreter look for when an exception is thrown?
It does not look for anything. It just keeps reading through your code. It does not look for anything. It stops interpreting your code.
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The end of the code. A catch statement in the code. (*) 7.Which of the following would be a correct way to handle an index out of bounds exception?
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(Seleccione todas las respuestas correctas) Throw the exception and catch it. In the catch, set the index to the index of the array closest to the one that was out of bounds. (*) Do nothing, it will fix itself. Throw the exception that prints out an error message. There is no need to have the catch handle the exception if it has already been thrown. Rewrite your code to avoid the exception by not permititng the use of an index that is not inside the array. (*) 8.A computer company has one million dollars to give as a bonus to the employees, and they wish to distribute it evenly amongst them. The company writes a program to calculate the amount each employee receives, given the number of employees. Unfortunately, the employees all went on strike before the y heard about the bonus. This means that the company has zero employees. What will happen to the program if the company enters 0 into the emplo yment number? (Seleccione todas las respuestas correctas) An unfixable error will occur. The program will calculate that each employee will receive zero dollars because there are zero employees. An exception will occur because it is not possible to divide by zero. (*) The programmers will have proven their worth in the company because without them the company wrote faulty code.
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