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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