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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?

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getObject
getDuration
getDepth
getDistance (*)
Correct
2. 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
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?

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True (*)
False
Correct
4. In Alice, the setVehicle procedure will associate one object to another.
True or false?

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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?

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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?

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(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?

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True (*)
False
Correct
8. Which of the following does not describe variables?

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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?

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<
>
= (*)
//
Correct
10. An Alice event is considered what?

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A party with at least 20 people.


An object's orientation.
Error handling.
A keystroke or mouse click. (*)
Correct

11From
. your
Alice
lessons
, which
of the
followi
ng are
reason
s why
rando
m
numbe
rs
would
be
used
by a
compu
ter?

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(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.

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"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?

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this.Butterfly
2} (*)
this.Butterfly
* 2}
this.Butterfly
/ 2}
this.Butterfly
2}

move forward {this.Butterfly getDistanceTo this.Tree *


move backward {this.Butterfly getDistanceTo this.Tree
move backward {this.Butterfly getDistanceTo this.Tree
move forward {this.Butterfly getDistanceTo this.Tree /

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?

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(*)

Correct
15. Which of the following is a reason why you might disable programming
statements in your Alice code?

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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

1All
6. objects
in Alice
have
three
dimens
ional
coordi
nates
on
which
axes?

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(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?

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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?

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(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?

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(*)

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?

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True (*)
False
Correct

2When
1. you
want
speci

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fic
code
to be
execu
ted
only
if
certai
n
condi
tions
are
met,
what
type
of
Java
const
ruct
would
you
use?
while loop
if (*)
array
boolean
Correct
22. Which of the following statements about methods is false?

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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?

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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?

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True
False (*)
Correct
25. In Greenfoot, the image below is an example of what construct?

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Method
Comment
Constructor (*)
Class
Correct

26. In
Greenfoo
t, objects
are
created
from:

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(1) Points

Methods
Classes (*)
Signatures
Parameters
Correct

27. From your Greenfoot lessons, what is incorrect in this code


example:
setLocation(getX(), (int) (altitude);

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Spacing
Capitalization
Parenthesis (*)
Comma
Correct
28. Use your Greenfoot knowldege: Abstraction occurs in many
different ways in programming. True or false?

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True (*)
False
Correct
29. In the Greenfoot IDE, which of the following is not a property of an
instance?

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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?

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True (*)
False
Correct

31. In the
Greenfoot
IDE, which
of the

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following
are
componen
ts of a
parameter
?
(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()

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()
void
turnLeft (*)
Left
Correct
33. From your Greenfoot lessons, the reset button resets the
scenario back to its initial position. True or false?

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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?

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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?

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move():
move(2);
turn(38); (*)
turn(38):
Correct

36. Which of
the
followin
g type
of
audienc
e should
you ask
to play
your
Greenfo
ot game
during
the
testing
phase?

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(1) Points

Testing
Target (*)
Primary
Programmer
Correct
37. In Greenfoot, which statement is a correct example of string
concatenation?

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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...

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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
39. 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.
Correct
40. From your Greenfoot lessons, what types of values cannot be
stored in a local variable?

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(Choose all correct answers)


Class name
Objects
Integers
World name
method (*)
Correct

41. In
Greenfoot,
defined
methods
must be
used
immediate
ly. True or

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false?
True
False (*)
Correct
42. From your Greenfoot lessons, how do you call a defined
method?

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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?

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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?

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True (*)
False
Correct
45. From your Greenfoot lessons, what can methods belong to?

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(Choose all correct answers)

Galleries
Classes (*)
Scenarios
Objects (*)
All of the above
Incorrect. Refer to Section 3 Lesson 5.

46. In a
Greenfoo
t if-else
stateme
nt, if the
condition
is true,
the ifstateme
nt is
executed
, and
then the
elsestateme
nt is
executed
. True or
false?

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(1) Points

True
False (*)
Correct
47. From your Greenfoot lessons, a comparison operator returns what
value when a number meets its requirement?

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0
VOID
1 (*)
NULL
Correct
48. Using Greenfoot, how do we change the size and resolution of the
World instance?

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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
49. 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
50. 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