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Test: Java Fundamentals Midterm Exam

Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct
answer.
Section 2
(Answer all questions in this section)
1In Alice, procedural abstraction is the concept of making code easier to
. understand and reuse. True or false?

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True (*)
False
Correct
2In Alice, if a procedure is declared for a clownFish class, which classes
. can use the procedure?

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The clownFish class and Swimmer class


ClownFish class (*)
The pajamaFish class, clownFish class, and Swimmer class
Any class with "Fish" in the class name
Correct
3From your Alice lessons, which of the following is a tool to show the
. logic of an animation?

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Visual storyboard
Flowchart (*)
Pie chart
Scene editor
Class chart

Incorrect. Refer to Section 2 Lesson 5.


4In Alice, which function is used to move an object directly to the center
. point of another object?

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getObject
getDuration
getDepth
getDistance (*)
Incorrect. Refer to Section 2 Lesson 7.
5Which of the following statements about what happens when the
. following code is executed is false?

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The message "Printing Some Text" will be printed until loopVal is no


longer less than 5.
The variable loopVal is initialized to 0.
The condition loopVal < 5 is tested after the block is executed. (*)
The condition loopVal < 5 returns a boolean value.
None of the above.
Correct
6.If you
want one
message
to display
if a user
is below
the age of
18 and a

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(1) Points

different
message
to display
if the
user is 18
or older,
what type
of
construct
would
you use?
for all loop
do loop
while loop
if (*)
Incorrect. Refer to Section 2 Lesson
14.
7. The Alice IF control structure requires the false statement to
be populated. True or false?

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(1) Points

True
False (*)
Correct
8. In Alice, Do In Order and Do Together:

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Are move statements


Are control statements (*)
Are complex statements
None of the above
Correct
9. In Alice, the setVehicle procedure will associate one object to
another. True or false?

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(1) Points

True (*)
False
Incorrect. Refer to Section 2 Lesson
6.
10. Which of the following actions would require a control
statement to control animation timing?

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(1) Points

(Choose all correct answers)


A biped object walking. (*)
A rock object turning.
A fish swimming. (*)
A bird flying. (*)
Incorrect. Refer to Section 2 Lesson
6
1In
1.Alice,
how is
a oneshot
procedu
re
differen
t from
procedu
res in
the
Code
editor?

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(1) Points

One-shot procedures are only available for acting objects, while


procedures are available for all objects.
One-shot procedures are available in the Code editor, while
procedures are available in the Scene editor.
A one-shot procedure executes only one time to re-position the
object, while procedures in the Code editor execute every time
the Run button is clicked. (*)
All of the above
Incorrect. Refer to Section 2 Lesson 2.

12. From your Alice lessons, variables are fixed and cannot be changed.
True or false?

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True
False (*)
Correct
13. 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?

(*)

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(1) Points

Correct
14. From your Alice lessons, what does the Count control statement do?

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Executes statements a random number of times.


Executes statements simultaneously.
Executes statements a specific number of times. (*)
Executes statements while a condition is true.
Correct
15. From your Alice lessons, when testing your animation, you should
test that comments were added below each sequence of instructions in
the code. True or false?

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True
False (*)
Correct
Section 2
(Answer all questions in this section)
16.From your Alice lessons, at what point in the animation process do
you confirm the items on the "Checklist for Animation Completion"?

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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.
Correct

17.Debugging and testing is the process of running the animation one


time, and adjusting the control statements, procedures, and
arguments.

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True
False (*)
Incorrect. Refer to Section 2 Lesson 3.
18.From your Alice lessons, complete the following sentence: When
coded, an event triggers a ___________.

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Infinite loop
Gallery
Procedure (*)
Scene
Correct
19.In Alice, which of the following programming statements moves the
butterfly forward, double the distance to the tree?

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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
20.In Alice, which of the following programming statements moves the
fish forward, the distance to the rock, minus the depth of the rock?

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(1) Points

this.Fish move forward {this.Rock getDistanceTo this.Fish this.Fish getDepth}


this.Fish move forward {this.Fish getDistanceTo this.Rock this.Rock getDepth} (*)
this.Fish move forward {this.Rock getDistanceTo this.Fish -

this.Fish - 2}
this.Rock move forward {this.Rock getDistanceTo this.Fish this.Fish - 2}
Correct
2Examine the following code. What are the variables?
1.

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(1) Points

(Choose all correct


answers)
args
n (*)
i (*)
t
Incorr
ect.
Refer
to
Sectio
n2
Lesso
n 13.
22. Which of the following
is not a valid arithmetic
operator in Java?
+

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/
*
%
None of the above
(*)
Corre
ct

Section 3
(Answer all questions in this section)
23. From your Greenfoot
lessons, source code is
written in the Code
editor. True or false?

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True (*)
False
Corre
ct
24. In Greenfoot, what
happens if the
condition is false in an
if-statement?
The programming
statements are
executed.
The if-statement is
executed.
The act method is
deleted.
The programming
statements are not
executed. (*)
Corre
ct

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(1) Points

25. Use your Greenfoot


knowledge to answer
the question. One
reason to write a
defined method in a
class is to change the
behavior of the class.
True or false?

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(1) Points

True
False (*)
Incorr
ect.
Refer
to
Sectio
n3
Lesso
n6
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26.From
your
Greenfoot
lessons,
how do
you call a
defined
method?

(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
27. Which of the following type of audience should you ask to
play your Greenfoot game during the testing phase?

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Testing
Target (*)

Primary
Programmer
Incorrect. Refer to Section 3 Lesson
4.
28. From your Greenfoot lessons, a problem statement defines
the purpose for your game. True or false?

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True (*)
False
Correct
29. Using Greenfoot, how do we change the size and resolution
of the World instance?

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Review
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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
30. In Greenfoot, an if-statement is used to alternate between
displaying two images in an instance. True or false?

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True
False (*)
Correct
31.Using the
Greenfoot
IDE, when is
a constructor
automatically
executed?

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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
32. From your Greenfoot lessons, which of the following is an
example of a type of data passed through a parameter?

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Methods
Classes
Integers (*)
Scenarios
Incorrect. Refer to Section 3
Lesson 2.
33. In Greenfoot, the properties of an instance can be
modified in the documentation. True or false?

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(1) Points

True
False (*)
Incorrect. Refer to Section 3
Lesson 2.
34. From your Greenfoot lessons, which of the following are
properties of an instance?

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Size
Color
Image file
Methods
All of the above (*)

Incorrect. Refer to Section 3


Lesson 2.
35. In the following Greenfoot method signature, which is the
method name?

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void turnLeft()
()
void
turnLeft (*)
Left
Correct
36.From your
Greenfoot
lessons,
which of the
following is
not a
characteristic
of a static
method?

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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
Incorrect. Refer to Section 3
Lesson 5.
37. 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?
True (*)
False
Correct

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(1) Points

38. When a Greenfoot code segment is executed in an ifstatement, each line of code is executed in sequential
order. True or false?

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True (*)
False
Correct
39. 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
40. From your Greenfoot lessons, the keyDown method is
located in which class?

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Actor
Greenfoot (*)
GreenfootImage
World
Correct
41.From
your
Greenfoot
lessons,
which of
the
following
is not a
step to
creating a
new
subclass?

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(1) Points

Right-click on a superclass.
Click New subclass...
Name the class.
Select an image for the class.
Program the class to move forward. (*)
Incorrect. Refer to Section 3 Lesson
1.
42. From your Greenfoot lessons, a scenario is a game or
simulation implemented in Greenfoot. True or false?

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True (*)
False
Correct
43. How would the following sentence be written in Greenfoot
source code? If Duke's leg is down, and the keyboard key "d"
is down...

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if (&&isDown ! Greenfoot.isKeyDown("d") )
if (!isDown && Greenfoot.isKeyDown("d") )
if (isDown && Greenfoot.isKeyDown("d") ) (*)
if (!Greenfoot.isKeyDown && isDown("d") )
Correct
44. From your Greenfoot lessons, what is a loop?

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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.
Incorrect. Refer to Section 3 Lesson

45. From your Greenfoot lessons, when do infinite loops occur?

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When the loop is executed.


Only in while loops.
When the end to the code isn't established. (*)
When the end to the act method isn't established.
Incorrect. Refer to Section 3 Lesson
10.
Section 3
(Answer all questions in this section)
4In the following Greenfoot array, what statement would you write to access
6.the "a" key?
Keynames = {"a", "b", "c", "d"};

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keynames[2]
keynames["a"]
keynames[0] (*)
keynames["a" key]
Correct
4From your Greenfoot lessons, which line of code is missing something?
7.

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1
3 (*)
4

5
6
Correct
4In Greenfoot, the image below is an example of what construct?
8.

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Method
Comment
Constructor (*)
Class
Incorrect. Refer to Section 3 Lesson 12.
4Use your Greenfoot skills to answer the question. What is incorrect in this
9.code?

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Spacing missing
Curly brace missing
Parenthesis missing (*)
Comma missing
Correct

5From your Greenfoot lessons, which of the following are examples of


0.abstraction?

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(Choose all correct answers)


Playing a range of sounds when keyboard keys are pressed. (*)
A single instance displays a single image.
Assigning a different keyboard key to each instance. (*)
Programming a single movement for a single instance.
Assigning a different image file to each instance. (*)
Correct