(Answer all questions in this section) 1. In Alice, which function is used to move an object...

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(Answer all questions in this section) 1. In Alice, which function is used to move an object directly to the center point of another object? Mark for Review (1) Points getObject getDuration getDepth getDistance (*) Correct 2. In Alice, Do In Order and Do Together: Mark for Review (1) Points Are move statements Are control statements (*) Are complex statements None of the above Incorrect. Refer to Section 2 Lesson 6. 3. In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, and time duration. True or false? Mark for Review (1) Points True (*) False Correct 4. In Alice, the setVehicle procedure will associate one object to another. True or false? Mark for Review (1) Points True (*) False Correct

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(Answer all questions in this section) 1. In Alice, which function is used to move an object directly to the center point of another object? Mark for Review (1) Points getObject getDuration getDepth getDistance (*) Correct 2. In Alice, Do In Order and Do Together: Mark for Review (1) Points Are move statements Are control statements (*) Are complex statements None of the above Incorrect. Refer to Section 2 Lesson 6. 3. In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, and time duration. True or false? Mark for Review (1) Points True (*) False Correct 4. In Alice, the setVehicle procedure will associate one object to another. True or false? Mark for Review (1) Points True (*) False Correct 5. In Alice, declaring a new procedure to shorten code and make it easier to read is a procedural abstraction technique. True or false? Mark for Review (1) Points True (*) False Correct (Answer all questions in this section) 6. In Alice, which of the following are benefits of separating out motions into their own procedures? Mark for Review (1) Points (Choose all correct answers) It makes the animation easier to run. It makes the scene easier to view. It simplifies code and makes it easier to read. (*) It allows many objects of a class to use the same procedure. (*) It can allow subclasses of a superclass to use a procedure. (*) Correct 7. 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 8. Which of the following does not describe variables? Mark for Review (1) Points 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. (*) Incorrect. Refer to Section 2 Lesson 13. 9. In Java, which symbol is used to assign one value to another? Mark for Review (1) Points > = (*) // Correct 10. An Alice event is considered what? Mark for Review (1) Points A party with at least 20 people. An object's orientation. Error handling. A keystroke or mouse click. (*) Correct 11. From your Alice lessons, which of the following are reasons why random numbers would be used by a computer? Mark for Review (1) Points (Choose all correct answers) For opening a project. For security. (*) For simulation. (*) For creating procedures. Incorrect. Refer to Section 2 Lesson 4. 12. Identify an example of an Alice expression. Mark for Review (1) Points "I feel happy." If or Where 3x3=9 (*) None of the above Correct

Transcript of (Answer all questions in this section) 1. In Alice, which function is used to move an object...

(Answer all questions in this section)

1.In Alice, which function is used to move an object directly to the center point of another object?Mark for Review(1) Points

getObject

getDuration

getDepth

getDistance (*)

Correct

2.In Alice, Do In Order and Do Together:Mark for Review(1) Points

Are move statements

Are control statements (*)

Are complex statements

None of the above

Incorrect. Refer to Section 2 Lesson 6.

3.In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, and time duration. True or false?Mark for Review(1) Points

True (*)

False

Correct

4.In Alice, the setVehicle procedure will associate one object to another. True or false?Mark for Review(1) Points

True (*)

False

Correct

5.In Alice, declaring a new procedure to shorten code and make it easier to read is a procedural abstraction technique. True or false?Mark for Review(1) Points

True (*)

False

Correct

(Answer all questions in this section)

6.In Alice, which of the following are benefits of separating out motions into their own procedures?Mark for Review(1) Points

(Choose all correct answers)

It makes the animation easier to run.

It makes the scene easier to view.

It simplifies code and makes it easier to read. (*)

It allows many objects of a class to use the same procedure. (*)

It can allow subclasses of a superclass to use a procedure. (*)

Correct

7.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

8.Which of the following does not describe variables?Mark for Review(1) Points

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. (*)

Incorrect. Refer to Section 2 Lesson 13.

9.In Java, which symbol is used to assign one value to another?Mark for Review(1) Points

= (*)

//

Correct

10.An Alice event is considered what?Mark for Review(1) Points

A party with at least 20 people.

An object's orientation.

Error handling.

A keystroke or mouse click. (*)

Correct

11.From your Alice lessons, which of the following are reasons why random numbers would be used by a computer?Mark for Review(1) Points

(Choose all correct answers)

For opening a project.

For security. (*)

For simulation. (*)

For creating procedures.

Incorrect. Refer to Section 2 Lesson 4.

12.Identify an example of an Alice expression.Mark for Review(1) Points

"I feel happy."

If or Where

3x3=9 (*)

None of the above

Correct

13.In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree?Mark for Review(1) Points

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}

Correct

14.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?Mark for Review(1) Points

(*)

Correct

15.Which of the following is a reason why you might disable programming statements in your Alice code?Mark for Review(1) Points

To help isolate portions of code during testing. (*)

To make an object move forward.

To make an object turn and move simultaneously.

To disable the entire program.

Correct

16.All objects in Alice have three dimensional coordinates on which axes?Mark for Review(1) Points

(Choose all correct answers)

x (*)

y (*)

z (*)

w

All of the above

Correct

17.From your Alice lessons, animations should be tested by the programmer before they are considered complete. True or false?Mark for Review(1) Points

True (*)

False

Incorrect. Refer to Section 2 Lesson 12.

18.Which of the following are examples of elements you would test in your Alice animation?Mark for Review(1) Points

(Choose all correct answers)

All of the procedures display in alphabetical order in the Procedures tab.

Math expressions calculate as expected. (*)

Objects move with smooth timing. (*)

Event listeners trigger the correct responses. (*)

Incorrect. Refer to Section 2 Lesson 12.

19.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?Mark for Review(1) Points

(*)

Incorrect. Refer to Section 2 Lesson 10.

20.A variable is a named location inside the computer's memory; once there, the information can be retrieved and changed. True or false?Mark for Review(1) Points

True (*)

False

Correct

21.When you want specific code to be executed only if certain conditions are met, what type of Java construct would you use?Mark for Review(1) Points

while loop

if (*)

array

boolean

Correct

22.Which of the following statements about methods is false?Mark for Review(1) Points

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.

Correct

Section 3

(Answer all questions in this section)

23.From your Greenfoot lessons, where do you review a class's inherited methods?Mark for Review(1) Points

Act method

Documentation (*)

Inspector

If-statement

Incorrect. Refer to Section 3 Lesson 3.

24.From your Greenfoot lessons, in an if-statement, the programming statements written in curly brackets are executed simultaneously. True or false?Mark for Review(1) Points

True

False (*)

Correct

25.In Greenfoot, the image below is an example of what construct?

Mark for Review(1) Points

Method

Comment

Constructor (*)

Class

Correct

26.In Greenfoot, objects are created from:Mark for Review(1) Points

Methods

Classes (*)

Signatures

Parameters

Correct

27.From your Greenfoot lessons, what is incorrect in this code example:setLocation(getX(), (int) (altitude);Mark for Review(1) Points

Spacing

Capitalization

Parenthesis (*)

Comma

Correct

28.Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false?Mark for Review(1) Points

True (*)

False

Correct

29.In the Greenfoot IDE, which of the following is not a property of an instance?Mark for Review(1) Points

Position

Inherited methods

Scenario name (*)

Defined methods

Correct

30.From your Greenfoot lessons, when a method needs additional data to perform a task, this data comes from parameters. True or false?Mark for Review(1) Points

True (*)

False

Correct

31.In the Greenfoot IDE, which of the following are components of a parameter?Mark for Review(1) Points

(Choose all correct answers)

Parameter type (*)

Parameter return

Parameter name (*)

Parameter method

Parameter void

Correct

32.In the following Greenfoot method signature, which is the method name?

void turnLeft()Mark for Review(1) Points

()

void

turnLeft (*)

Left

Correct

33.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

34.From your Greenfoot lessons, to create a new instance of the Duke class, you right-click on the class, then select which of the following commands in the class menu?Mark for Review(1) Points

New subclass...

Set image...

new Duke() (*)

Inspect

Remove

Correct

35.Using the Greenfoot IDE, which of the following programming statements tells the object to turn 38 degrees?Mark for Review(1) Points

move():

move(2);

turn(38); (*)

turn(38):

Correct

36.Which of the following type of audience should you ask to play your Greenfoot game during the testing phase?Mark for Review(1) Points

Testing

Target (*)

Primary

Programmer

Correct

37.In Greenfoot, which statement is a correct example of string concatenation?Mark for Review(1) Points

Duke duke = new Duke(keyNames[i], soundNames[i]);

Duke duke = (keyNames[i], soundNames[i] + ".wav");

Duke duke = new Duke(keyNames[i], soundNames[i] + ".wav"); (*)

Duke duke = (soundNames[i] + ".wav");

Correct

38.How would the following sentence be written in Greenfoot source code? If Duke's leg is down, and the keyboard key "d" is down...Mark for Review(1) Points

if (&&isDown ! Greenfoot.isKeyDown("d") )

if (!isDown && Greenfoot.isKeyDown("d") )

if (isDown && Greenfoot.isKeyDown("d") ) (*)

if (!Greenfoot.isKeyDown && isDown("d") )

Correct

39.From your Greenfoot lessons, what is a loop?Mark for Review(1) Points

A statement that executes one segment of code.

A statement that can execute a section of code multiple times. (*)

A statement that can execute a section of code one time.

A statement that can execute a method multiple times.

Correct

40.From your Greenfoot lessons, what types of values cannot be stored in a local variable?Mark for Review(1) Points

(Choose all correct answers)

Class name

Objects

Integers

World name

method (*)

Correct

41.In Greenfoot, defined methods must be used immediately. True or false?Mark for Review(1) Points

True

False (*)

Correct

42.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

43.Which method is used to play sound in your Greenfoot game?Mark for Review(1) Points

getSound method

findSound method

playSound method (*)

importSound method

Correct

44.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

45.From your Greenfoot lessons, what can methods belong to?Mark for Review(1) Points

(Choose all correct answers)

Galleries

Classes (*)

Scenarios

Objects (*)

All of the above

Incorrect. Refer to Section 3 Lesson 5.

46.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?Mark for Review(1) Points

True

False (*)

Correct

47.From your Greenfoot lessons, a comparison operator returns what value when a number meets its requirement?Mark for Review(1) Points

0

VOID

1 (*)

NULL

Correct

48.Using Greenfoot, how do we change the size and resolution of the World instance?Mark for Review(1) Points

Edit the methods in the class.

Edit the values in the constructor. (*)

Delete the instance.

Edit the values in the class's act method.

Correct

49.Using the Greenfoot IDE, when is a constructor automatically executed?Mark for Review(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.

Correct

50.In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false?Mark for Review(1) Points

True

False (*)

Correct