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1.

A complete
Alice
instruction
includes
which of
the
following
component
s?

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(1) Points

(Choose all correct answers)


Image
Class
Procedure (*)
Direction (*)
Amount (*)
Incorrect. Refer to Section 2 Lesson 4.
2. In Alice, which function is used to move an object directly to the
center point of another object?

Mark for
Review
(1) Points

getObject
getDuration
getDepth
getDistance (*)
Incorrect. Refer to Section 2 Lesson 7.
3. Debugging and testing is the process of running the animation
one time, and adjusting the control statements, procedures, and
arguments.

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Review
(1) Points

True
False (*)
Correct
4. In Alice, which of the following is the most likely situation where
procedural abstraction could be used?

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Review
(1) Points

Five dogs all need to bark and run at the same time. (*)
One fish needs to swim forward 1 meter.
Two fish say something to each other.

One person moves up 10 meters.


Incorrect. Refer to Section 2 Lesson 5.
5. In Alice, procedural abstraction is the concept of making code
easier to understand and reuse. True or false?

Mark for
Review
(1) Points

True (*)
False
Correct

6In Alice,
. objects
inherit
the
characte
ristics of
their:

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(1) Points

Code
Project
Class (*)
Program
Correct
7. Which of the following is not an Alice variable value type?

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Review
(1) Points

Color
Decimal Number
Whole Number
Function (*)
Incorrect. Refer to Section 2 Lesson 10.
8. Which of the following programming instructions commands the fish to
continuously move forward a random speed between 0.5 and 1.0 meters,
minus 0.25 meters, until it collides with the shark?

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Review
(1) Points

(*)

Incorrect. Refer to Section 2 Lesson 10.


9. When you want specific code to be executed only if certain conditions are
met, what type of Java construct would you use?

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Review
(1) Points

while loop
if (*)
array
boolean
Incorrect. Refer to Section 2 Lesson 14.

10. Which of the following is not an example of the logic of an IF control


structure?

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Review
(1) Points

Play the video three times. (*)


If the play button is pressed, then play the video one time.
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
Incorrect. Refer to Section 2 Lesson 14.

1A data
1.type
defines
the
type of
proced
ures a
variabl
e can
store.
True or
false?

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(1) Points

True
False (*)
Incorrect. Refer to Section 2 Lesson 13.
12. Examine the following code. What are the variables?

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Review
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(Choose all correct answers)


args
n (*)

i (*)
t
Correct
13. In Alice, the procedures' arguments allow the programmer to adjust the
object, motion, distance amount, and time duration. True or false?

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Review
(1) Points

True (*)
False
Correct
14. In Alice, the setVehicle procedure will associate one object to another.
True or false?

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Review
(1) Points

True (*)
False
Correct
15. In Alice, Do In Order and Do Together:

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Review
(1) Points

Are move statements


Are control statements (*)
Are complex statements
None of the above
Correct

16. A loop
can be
infinite
(continue
forever)
or
condition
al (stops
upon a
condition
). True or
false?

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(1) Points

True (*)
False
Correct
17. From your Alice lessons, what is a one-shot procedural method?

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Review
(1) Points

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.
Correct
18. From your Alice lessons, complete the following sentence: When
coded, an event triggers a ___________.

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Review
(1) Points

Infinite loop
Gallery
Procedure (*)
Scene
Incorrect. Refer to Section 2 Lesson 11.
19. Alice uses built-in math operators; they are:

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Review
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Add and subtract


Multiply and divide
All of the above (*)
None of the above
Incorrect. Refer to Section 2 Lesson 9.
20. In Alice, which of the following programming statements moves
the fish forward, the distance to the rock, minus the depth of the
rock?

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Review
(1) Points

this.Fish move forward {this.Rock getDistanceTo this.Fish this.Fish getDepth}

this.Fish move forward {this.Fish getDistanceTo this.Rock this.Rock getDepth} (*)


this.Fish move forward {this.Rock getDistanceTo this.Fish this.Fish - 2}
this.Rock move forward {this.Rock getDistanceTo this.Fish this.Fish - 2}
Correct

21. From your


Alice
lessons,
animation
s should
be tested
by the
programm
er before
they are
considere
d
complete.
True or
false?

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(1) Points

True (*)
False
Correct
22. From your Alice lessons, a textual storyboard provides a
detailed, ordered list of the actions each object performs in each
scene of the animation. True or false?

Mark for
Review
(1) Points

True (*)
False
Correct

Section 3
(Answer all questions in this section)
23. From your Greenfoot lessons, which of the following is not a
characteristic of a static method?

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Review
(1) Points

Belongs to a class itself


Belongs to an instance itself (*)
Available for other classes to use with dot notation

Signature contains the word static


Is a method
Correct
24. From your Greenfoot lessons, dot notation allows you to use a
method from a different class, if the class you are programming
does not possess the method. True or false?

Mark for
Review
(1) Points

True (*)
False
Correct
25. Use you Greenfoot knowledge: What range of numbers does the
following method return?
Greenfoot.getRandomNumber(30)

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Review
(1) Points

A random number between 1 and 30.


A random number between 0 and 30.
A random number between 0 and 29. (*)
A random number between 1 and 29.
Incorrect. Refer to Section 3 Lesson 5.

From
your
Greenfo
ot
lessons,
when
does an
if-else
stateme
nt
execute
it's
second
code
segment
?

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(1) Points

When a random number is less than 10.


When an instance is created.
After the first code segment is executed.
If a condition is false. (*)
If a condition is true.

Incorrect. Refer to Section 3 Lesson 5.


27. In Greenfoot, the properties of an instance can be
modified in the documentation. True or false?

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Review
(1) Points

True
False (*)
Correct
28. In Greenfoot, instances inherit the characteristics
of the subclass they belong to, but not the
superclass. True or false?

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Review
(1) Points

True
False (*)
Correct
29. In the Greenfoot IDE, which type of variable
allows instances to store information?

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Review
(1) Points

Method variable
Instance variable (*)
Class variable
World variable
Incorrect. Refer to Section 3 Lesson 2.
30. In the Greenfoot IDE, which of the following are
components of a parameter?

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Review
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(Choose all correct answers)


Parameter type (*)
Parameter return
Parameter name (*)
Parameter method
Parameter void
Incorrect. Refer to Section 3 Lesson 2.

From your
Greenfoot
lessons,
what is
incorrect
in this
code
example:

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(1) Points

setLocatio
n(getX(),
(int)
(altitude);

Spacing
Capitalization
Parenthesis (*)
Comma
Incorrect. Refer to Section 3 Lesson 12.
32. The image below is an example of what Greenfoot construct?

Mark
for Review
(1) Points

Method (*)
Constructor
Conditional
Class
Correct
33. From your Greenfoot lessons, which of the following is an
example of changing test data during a Q/A test cycle?

Mark
for Review
(1) Points

Use a different operating system.

Use the mouse instead of the keyboard.


Use symbols instead of numbers. (*)
All of the above.
Incorrect. Refer to Section 3 Lesson 12.
34. From your Greenfoot lessons, the keyDown method is located in
which class?

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for Review
(1) Points

Actor
Greenfoot (*)
GreenfootImage
World
Correct
35. From your Greenfoot lessons, which of the following are
examples of abstraction?

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for Review
(1) Points

(Choose all correct answers)


Playing a range of sounds when keyboard keys are pressed.
(*)
A single instance displays a single image.
Assigning a different keyboard key to each instance. (*)
Programming a single movement for a single instance.
Assigning a different image file to each instance. (*)
Incorrect. Refer to Section 3 Lesson 9.

In
Greenfoot,
defined
methods
must be
used
immediate
ly. True or
false?

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(1) Points

True
False (*)
Incorrect. Refer to Section 3 Lesson 6.

37. From your Greenfoot lessons, how do you call a defined method?

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Review
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Call the method from the act method. (*)


Call the method from the defined method.
Write the method in the World superclass.
Write the method in the instance.
Write the method in the source code.
Incorrect. Refer to Section 3 Lesson 6.
38. From your Greenfoot lessons, what are the ways that you can view
a class's methods?

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Review
(1) Points

(Choose all correct answers)


In the scenario
In the class's documentation (*)
By right-clicking on an instance (*)
In the Greenfoot gallery
Incorrect. Refer to Section 3 Lesson 3.
39. From your Greenfoot lessons, where do you review a class's
inherited methods?

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Review
(1) Points

Act method
Documentation (*)
Inspector
If-statement
Incorrect. Refer to Section 3 Lesson 3.
40. In Greenfoot, what type of symbol is used to connect boolean
expressions?

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Review
(1) Points

String concatenation
Logic operators (*)

Integers
Keyboard key names
Incorrect. Refer to Section 3 Lesson 10.

41. Use your


Greenfoot
knowledg
e: An
array
object
holds a
single
variable.
True or
false?

Mark for Review


(1) Points

True
False (*)
Incorrect. Refer to Section 3 Lesson 10.
42. From your Greenfoot lessons, when do infinite loops occur?

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Review
(1) Points

When the loop is executed.


Only in while loops.
When the end to the code isn't established. (*)
When the end to the act method isn't established.
Correct
43. In Greenfoot, when is a local variable most often used?

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Review
(1) Points

Within the scenario


Within the act method
Within the world constructor
Within loop constructs (*)
Incorrect. Refer to Section 3 Lesson 10.
44. From your Greenfoot lessons, a problem statement defines the
purpose for your game. True or false?

Mark for
Review
(1) Points

True (*)
False
Correct
45. 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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Review
(1) Points

True (*)
False
Correct

46. Using the


Greenfoot
IDE, when
is a
constructor
automatica
lly
executed?

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(1) Points

When source code is written.


When a new image is added to the class.
When a new instance of the class is created. (*)
When the act method is executed.
Incorrect. Refer to Section 3 Lesson 8.
47. In Greenfoot, we can use the act method in the class to
automatically create the Actor instances when the world is
initialized. True or false?

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Review
(1) Points

True
False (*)
Incorrect. Refer to Section 3 Lesson 8.
48. In Greenfoot, a constructor has a void return type. True or
false?

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Review
(1) Points

True
False (*)

Correct
49. Which of the following are examples of a Greenfoot superclass?

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Review
(1) Points

(Choose all correct answers)


Dog
Cat
Parrot
Actor (*)
World (*)
Correct
50. In Greenfoot, a subclass is a specialization of a superclass. True
or false?

Mark for
Review
(1) Points

True (*)
False
Correct

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