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1.

From your Alice lessons,


built-in functions provide
precise property details for the
following areas:

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Proximity and size.


Distance to and nesting.
Proximity, size, spatial relation, and point of view. (*)
Proximity and point of view.
Correct
2. Alice objects move relative to the orientation of the person viewing the animation. True or false?

True
False (*)
Incorrect. Refer to Section 2 Lesson 2.
3. Which of the following does not describe variables?

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. (*)

Correct
4. Which of the following is not a relational operator?

<
// (*)
>
=
Correct
5. 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.
Correct
6. Identify an example of an Alice
expression.

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"I feel happy."
If or Where
3x3=9 (*)

None of the above


Correct
7. An Alice event is considered what?

A party with at least 20 people.


An object's orientation.
Error handling.
A keystroke or mouse click. (*)
Correct
8. In Alice, you can define your own procedures for a class, but not your own functions. True or false?

True
False (*)
Correct

9. From your Alice lessons, the "Checklist for Animation Completion" does not ask questions about the scenario and story
the animation creation process. True or false?
True
False (*)

Correct

10. From your Alice lessons, if you examined a science process that had many steps, which of the following is a way that y
this process?
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.
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. (*)
Correct
11. Which of the following IF control
structures command the blue tang
fish to roll and simultaneously
move down if it collides with a
shark, or move forward if it does
not collide with a shark?

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(*)

Correct
12. In Alice, the setVehicle procedure will associate one object to another. True or false?

True (*)
False

Correct
13. Which of the following actions would require a control statement to control animation timing?

(Choose all correct answers)


A biped object walking. (*)
A rock object turning.
A fish swimming. (*)
A bird flying. (*)
Correct
14. In Alice, a computer program requires functions to tell it how to perform the procedure. True or false?

True
False (*)
Correct
15. A complete Alice instruction includes which of the following components?

(Choose all correct answers)


Image
Class

Procedure (*)
Direction (*)
Amount (*)
Correct
16. From your Alice lessons,
which of the following are
types of storyboards?

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(Choose all correct answers)
Actual
Textual (*)
Factual
Visual (*)
Fictional
Correct

17. In Alice, you examine code where a bird moves its wings forward and backward while moving forward simultaneously acro
scene. You notice that this set of procedures are repeated in the Code editor ten times to achieve this motion. How could pro
abstraction be used to make the code simpler and easier to read?
(Choose all correct answers)

Do not make any changes to the code.


Use the Count control statement to execute the forward motion of the body and up and down motion of the wings 10 ti
(*)
Use the Scene editor to position the wings so that they are up as the body moves forward.

Declare a separate "fly" procedure for the body moving forward and wings moving up and down. (*)
Incorrect. Refer to Section 2 Lesson 5.
18. In Alice, when a new procedure is declared, all subclasses of the superclass will inherit the procedure. True or false?

True (*)
False
Correct
19. Which of the following is not an Alice variable value type?

Color
Decimal Number
Whole Number
Function (*)
Correct

20. A variable is a named location inside the computer's memory; once there, the information can be retrieved and changed. Tru
false?
True (*)
False

Correct
21. Which of the following statements about what happens when the following code is executed is false?

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(1) P

The message "Printing S


printed until loopVal is n
The variable loopVal is i
The condition loopVal <
block is executed. (*)
The condition loopVal <
value.
None of the above.

22. Which of the following does

A subprogram that acts o


a value.
A set of code that is refe

Can be called at any poin


by utilizing its name.
Is associated with an ins

Section 3
(Answer all questions in this section)

23. From your Greenfoot lessons


can only be used once in a cl
or false?
True
False (*)

24. From your Greenfoot lessons

A statement that execute

A statement that can exe


multiple times. (*)
A statement that can exe
one time.
A statement that can exe
times.

From your Greenfoot lessons, which symbol represents string concatenation?

25.

Symbol &
Symbol <
Symbol =
Symbol + (*)

26. In Greenfoot, what


type of symbol is
used to connect
boolean
expressions?

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String concatenation
Logic operators (*)
Integers
Keyboard key names
Correct
27. In Greenfoot, what is a common letter used for the loop variable?

A
I (*)

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X
Y
Correct
28. From your Greenfoot lessons, to create a new instance of the Duke class, you rightclick on the class, then select which of the following commands in the class menu?

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New subclass...
Set image...
new Duke() (*)
Inspect
Remove
Correct
29. Which of the following demonstrates a Greenfoot subclass/superclass relationship?

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A dog is a subclass of the cat superclass.


A rose is a subclass of the flower superclass. (*)
A computer is a subclass of a video game superclass.
A single person is a superclass of the human subclass.
Correct
30. From your Greenfoot lessons, if the condition in an if-statement is true, the first code
segment is executed. True or false?

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True (*)
False
Correct
31. From your Greenfoot
lessons, in an ifstatement, the
programming
statements written in
curly brackets are
executed
simultaneously. True or
false?

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True
False (*)
Incorrect. Refer to Section 3 Lesson 3.
32. Using the Greenfoot IDE, when is a constructor automatically executed?

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.

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Correct
33. Specific to the Greenfoot IDE, which of the following stop methods is written
correctly?

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stop.Greenfoot( );
Greenfoot(stop);
Greenfoot.stop( ); (*)
Greenfoot.stop(key);
Correct
34. 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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True
False (*)
Incorrect. Refer to Section 3 Lesson 8.
35. From your Greenfoot lessons, which of the following is an example of a type of
data passed through a parameter?
Methods
Classes
Integers (*)
Scenarios

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Correct
36. What type of
Greenfoot
method would
be used to turn
an object?

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orientTo( );
turnAround( );
move ( );
turn( ); (*)
Correct
37. From the Greenfoot IDE, where are inherited methods located?

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In the computer network


In the Greenfoot image gallery
In the Scene editor
In the documentation (*)
Correct
38. In the Greenfoot IDE, which of the following are components of a parameter?

(Choose all correct answers)

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Parameter type (*)


Parameter return
Parameter name (*)
Parameter method
Parameter void
Correct
39. 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?

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True (*)
False
Correct
40. From your Greenfoot lessons, to save space in the act method, you can write an entirely
new method below it, called a _____________.
Class method
Instance method
Defined method (*)
World method
Code method
Correct
41. From your
Greenfoot lessons,

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which of the
following is an
example of
changing the
environment
during a Q/A test
cycle?

(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.
42. In Greenfoot, in which programming task are the objects identified?

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Define the problem.


Design the solution.
Program the solution. (*)
Test the solution.
Correct
43. Use your Greenfoot knowledge: A specification of a method is called a
__________________.
Subclass

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Class
Signature (*)
Parameter
Correct
44. In Greenfoot, which method checks if a key on the keyboard has been pressed?

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keyPress method
keyUp method
keyDown method (*)
keyClick method
Incorrect. Refer to Section 3 Lesson 7.
45. When designing a game in Greenfoot, it helps to define the actions that will take place
in a textual storyboard. True or false?
True (*)
False
Correct
46. Using the Greenfoot
IDE, which of the
following
programming
statements tells the
object to turn 38

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degrees?
move():
move(2);
turn(38); (*)
turn(38):
Correct
47. In Greenfoot, you can use comparison operators to compare a variable to a random
number. True or false?

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True (*)
False
Correct
48. 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.
Correct

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49. In a Greenfoot if-else statement, if the condition is true, the if-statement is executed,
and then the else-statement is executed. True or false?

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True
False (*)
Correct
50. From your Greenfoot lessons, which of the following is not a characteristic of a static
method?
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

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