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. continuously move forward a random speed between 0.5 and 1.0 meters,
minus 0.25 meters, until it collides with the shark?
Mark for
Review
(1) Points
(*)
Correct
2. From your Alice lessons, variables are fixed and cannot be changed. True or false?
Tru
e
False (*)
Incorrect. Refer to Section 2 Lesson 10.
3.
Which of the following is an example of nesting in an Alice program?
Text is
nested
inside of
a
commen
ts tile.
Distance, duration, and direction arguments are nested inside of a
procedure.
A move procedure is nested inside of a turn procedure.
Five Do Together statements are nested inside of a Do In Order
statement. (*)
Correct
4.
4. From your
Alice
lessons,
complete
the
following
sentence:
When
coded, an
event
triggers a
___________.
Infinite loop
Gallery
Procedure (*)
Scene
Incorrect. Refer to Section 2 Lesson 11.
5. In Alice,
we use
the
WHILE
control
statemen
t to
impleme
nt the
condition
al loop.
True or
false?
True (*)
False
Correct
6. Which
of the
followin
g is not
a valid
primitiv
e type
in Java?
boolean
String (*)
long
int
double
Incorrect. Refer to Section 2 Lesson 13.
7. Results
of
arithmeti
c
operatio
ns
cannot
be
stored in
a
variable.
True or
false?
True
False (*)
Correct
8. You have a Class representing Cat. Each Cat can meow, purr, catch
mice, and so on. When you create a new cat, what is it called?
Mark for
Review
(1) Points
A submethod
A subprogram
An instance (*)
A subclass
A variable class
Incorrect. Refer to Section 2 Lesson 14.
9. In Java, a function is a method that returns a value. True or false?
Mark for
Review
(1) Points
True (*)
False
Correct
10. From
your
Alice
lessons
, builtin
functio
ns
provide
precise
propert
y
details
for the
followin
g
areas:
11. From your Alice lessons, functional decomposition is the process of taking a complex problem
or process and growing it into larger parts that are easier to manage. True or false?
Tru
e
False (*)
Incorrect. Refer to Section 2 Lesson 12.
13. In Alice,
you can
define
your own
procedur
es for a
class, but
not your
own
functions
. True or
false?
True
False (*)
Correct
14. In Alice, a
computer
program
requires
functions to
tell it how to
perform the
procedure.
True or false?
Mark for
Review
(1) Points
True
False (*)
Incorrec
t. Refer
to
Section
2
Lesson
6.
15. In Alice, the
setVehicle
procedure
will associate
one object to
another. True
or false?
Mark for
Review
(1) Points
True (*)
False
Correct
16. In Alice,
Do In
Order
and Do
Togethe
r:
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Review
(1) Points
True (*)
False
Correct
18. Before you can begin to develop the animation storyboard, what
must be defined?
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Review
(1) Points
The code
The debugging process
The scenario (*)
The control statements
Incorrect. Refer to Section 2 Lesson 5.
19. In Alice, which of the following are benefits of separating out
motions into their own procedures?
Mark for
Review
(1) Points
Mark for
Review
(1) Points
21. In Alice,
which of
the
following
programmi
ng
statements
moves the
cat
backward,
half the
distance to
the bird?
Mark for
Review
(1) Points
Section 3
(Answer all questions in this section)
23. From your Greenfoot lessons, classes can only use the methods
they have inherited. They cannot use methods from other
classes. True or false?
Mark for
Review
(1) Points
True
False (*)
Correct
24. From your Greenfoot lessons, which axes define an object's
position in a world?
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Review
(1) Points
Mark for
Review
(1) Points
26. From
your
Greenfoo
t lessons,
which
type of
construct
or can be
used to
automate
creation
of Actor
instances
?
Animal
World (*)
Actor
Vector
Correct
27. In Greenfoot, a defined variable is a variable that is defined in an
instance. True or false?
Mark for
Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 8.
28. Use your Greenfoot knowledge to answer the question: Where
are defined variables typically entered in a class's source code?
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Review
(1) Points
Mark for
Review
(1) Points
Mark for
Review
(1) Points
Size
Color
Image file
Methods
All of the above (*)
31. In
Greenfoot,
instances
inherit the
characteristi
cs of the
subclass
they belong
to, but not
the
superclass.
True or
false?
True
False (*)
Correct
32. In the following Greenfoot method signature, which is the
method name?
void turnLeft()
Mark for
Review
(1) Points
()
void
turnLeft (*)
Left
Incorrect. Refer to Section 3 Lesson 2.
33. What type of Greenfoot method would be used to turn an
object?
Mark for
Review
(1) Points
orientTo( );
turnAround( );
move ( );
turn( ); (*)
Incorrect. Refer to Section 3 Lesson 2.
34. In Greenfoot, what happens if the condition is false in an ifstatement?
Mark for
Review
(1) Points
Mark for
Review
(1) Points
True (*)
False
Correct
36. In Greenfoot,
dot notation
is used to call
a
_____________
from another
class.
Method (*)
Class
Signature
Parameter
Correct
37. In Greenfoot, objects are created from:
Mark for
Review
(1) Points
Methods
Classes (*)
Signatures
Parameters
Correct
Mark for
Review
(1) Points
True (*)
False
Correct
39. In the Greenfoot IDE, what symbols indicate that the variable
is an array?
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Review
(1) Points
Mark for
Review
(1) Points
True
False (*)
Correct
Mark for
Review
(1) Points
if (!
Greenfoot.isKeyDown
&& isDown("d") )
Correct
42. Use your Greenfoot
knowledge: An array object
holds a single variable. True
or false?
Mark for
Review
(1) Points
True
False (*)
Incorrect. Refer to
Section 3 Lesson 10.
43. From your Greenfoot
lessons, the reset button
resets the scenario back to
its initial position. True or
false?
Mark for
Review
(1) Points
True (*)
False
Correct
44. Which of the following are
examples of a Greenfoot
superclass?
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Review
(1) Points
Mark for
Review
(1) Points
Correct
46. In Greenfoot,
you will not
receive an
error message
if your code is
incorrect. It
will simply not
work, and you
will have to
determine why
the code
doesn't work.
True or false?
Mark for
Review
(1) Points
True
False (*)
Incorrect.
Refer to
Section 3
Lesson 4.
47. From your
Greenfoot
lessons,
abstraction
techniques can
only be used
once in a
class's source
code. True or
false?
Mark for
Review
(1) Points
True
False (*)
Correct
48. In Greenfoot,
what type of
parameter
does the
keyDown
method
expect?
String (*)
Boolean
Integer
Mark for
Review
(1) Points
Method
Incorrect.
Refer to
Section 3
Lesson 7.
49. From your
Greenfoot
lessons, how
do you call a
defined
method?
Mark for
Review
(1) Points
Call the
method
from the
act
method.
(*)
Call the
method
from the
defined
method.
Write the
method in
the World
superclass
.
Write the
method in
the
instance.
Write the
method in
the source
code.
Correct
50. 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?
True (*)
False
Correct
Mark for
Review
(1) Points