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1. 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
(*)
Correct
-
2. From your Alice lessons, variables are fixed and cannot be changed. True or false?
True
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 comments 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
___________.
Mark for Review (1) Points
Infinite loop
Gallery
Procedure (*)
Scene
Incorrect. Refer to Section 2 Lesson 11.
5. In Alice, we use the WHILE control
statement to implement the
conditional loop. True or false?
Mark for Review (1) Points
-
True (*)
False
Correct
6. Which of the
following is not a valid
primitive type in Java?
Mark for Review (1) Points
boolean
String (*)
long
int
double
Incorrect. Refer to Section 2 Lesson 13.
7. Results of arithmetic
operations cannot be stored in
a variable. True or false?
Mark for Review (1) Points
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, built-in
functions provide precise
property details for the
following areas:
Mark for Review (1) Points
Proximity and size.
Distance to and nesting.
Proximity, size, spatial relation, and point of view. (*)
Proximity and point of view.
Incorrect. Refer to Section 2 Lesson 7.
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?
True
False (*)
Incorrect. Refer to Section 2 Lesson 12.
12. From your Alice
lessons, at what point in the
animation process do
Mark for Review (1) Points
-
you confirm the items on
the "Checklist for Animation
Completion"?
Before designing the animation.
During and after the animation process. (*)
At the beginning of the animation process.
After adding each procedure to the Code editor.
13. In Alice, you can
define your own procedures
for a class, but not your own
functions. True or false?
Mark for Review (1) Points
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 (*)
Incorrect.
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 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.
17. From your Alice lessons, a flowchart could be created in a software program, or documented in a journal. True or false? Mark for Review
(1) Points
True (*)
False
Correct
18. Before you can begin to develop the animation storyboard, what must be defined? Mark for 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
(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. (*)
Incorrect. Refer to Section 2 Lesson 5.
20. Alice uses built-in math operators; they are: Mark for Review
(1) Points
Add and subtract
-
Multiply and divide
All of the above (*)
None of the above
Incorrect. Refer to Section 2 Lesson 9.
21. In Alice, which of the
following programming statements
moves the cat backward, half the
distance to the bird?
Mark for Review (1) Points
this.Cat move backward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}
this.Bird move forward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move backward {this.Cat getDistanceTo this.Bird / 2} (*)
Correct
22. From your Alice lessons, what is a one-shot procedural method? Mark for 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
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? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
-
z
y (*)
w
Correct
25. From your Greenfoot lessons, which programming statement creates a new Duke object, and places it at x = 120, y = 100 in the world? Mark for Review
(1) Points
addObject (new Duke( ), 120, 100); (*)
addClass (new Duke( ), 120, 100);
addWorld (new Duke( ), 120, 100);
Move(120,100);
Correct
26. From your Greenfoot
lessons, which type of
constructor can be used to
automate creation of Actor
instances?
Mark for Review (1) Points
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? Mark for Review
(1) Points
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. (*)
Incorrect. Refer to Section 3 Lesson 8.
29. 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.
Incorrect. Refer to Section 3 Lesson 8.
30. From your Greenfoot lessons, which of the following are properties of an instance? Mark for Review
(1) Points
Size
Color
Image file
Methods
All of the above (*)
Incorrect. Refer to Section 3 Lesson 2.
31. In Greenfoot, instances
inherit the characteristics of the
subclass they belong to, but not the superclass.
True or false?
Mark for Review (1) Points
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 if-statement? Mark for Review
(1) Points
The programming statements are executed.
The if-statement is executed.
The act method is deleted.
The programming statements are not executed. (*)
Incorrect. Refer to Section 3 Lesson 3.
35. From your Greenfoot lessons, source code is written in the Code editor. True or false? Mark for Review
(1) Points
True (*)
False
Correct
36. In Greenfoot, dot notation is
used to call a _____________ from another
class.
Mark for Review (1) Points
Method (*)
Class
Signature
Parameter
Correct
37. In Greenfoot, objects are created from: Mark for Review
(1) Points
Methods
Classes (*)
Signatures
-
Parameters
Correct
38. In Greenfoot, you may perform the programming tasks of create and test many times. True or false? Mark for Review
(1) Points
True (*)
False
Correct
39. In the Greenfoot IDE, what symbols indicate that the variable is an array? Mark for Review
(1) Points
Square brackets [ ] (*)
Curly brackets { }
Semicolon ;
Colon :
Incorrect. Refer to Section 3 Lesson 10.
40. In Greenfoot, a local variable is declared at the beginning of a class. True or false? Mark for Review
(1) Points
True
False (*)
Correct
41. 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
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? Mark for Review
(1) Points
(Choose all correct answers)
Dog
Cat
Parrot
Actor (*)
World (*)
Incorrect. Refer to Section 3 Lesson 1.
45. When designing a game in Greenfoot, it helps to define the actions that will take place in a
textual storyboard. True or false?
Mark for Review (1) Points
True (*)
False
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?
Mark for Review (1) Points
String (*)
Boolean
Integer
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?
Mark for Review (1) Points
True (*)
False
Correct