Vous êtes sur la page 1sur 16

1. 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. (*)
Incorrect. Refer to Section 2 Lesson 11.
2. In Alice, which of the following is the most likely situation where procedural
abstraction could be used?
Mark for Review
(1) Points
Five dogs all need to bark and run at the same time. (*)
One fish needs to swim forward 1 meter.
Two fish say something to each other.
One person moves up 10 meters.
Correct
3. What does a visual storyboard help the reader understand?

Mark for Review

(1) Points
(Choose all correct answers)
The components of the scene. (*)
How the initial scene will be set up. (*)
The actions that will take place. (*)
The code that is debugged.
Incorrect. Refer to Section 2 Lesson 5.
4. Defining the scenario, and the Alice animation to represent the scenario, is the first
step to programming your animation. True or false?
Mark for Review
(1) Points
True (*)

False
Correct
5. 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
6. In Alice, we can avoid object collision using what?

Mark for Review

(1) Points
Slowing movements down.
Using math operators. (*)
Downloading the Alice 3 collision detector app.
Using object detection.
Incorrect. Refer to Section 2 Lesson 9.
7. From your Alice lessons, random numbers are numbers generated by the user with a
pattern in their sequence. True or false?
Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 4.
8. What is the purpose of a function in Alice?
(1) Points
To define how the object should execute a task.
To compute and answer a question about an object. (*)

Mark for Review

To position the object in the Scene editor.


To save the project.
Incorrect. Refer to Section 2 Lesson 3.
9. 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.


10. Define the value of the variable LapCount based on the following math calculation:
LapCount + 10 = 15
Mark for Review
(1) Points
2
4
5 (*)
15
10
11. In Alice, functions are dragged into the control statement, not the procedure. True or false?
Mark for Review
(1) Points
True
False (*)
Correct
12. 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
13. In Alice, Do In Order and Do Together:
(1) Points
Are move statements

Mark for Review

Are control statements (*)


Are complex statements
None of the above
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. What should you refer to for the animation's design specifications as you program
your Alice animation?
Mark for Review
(1) Points
Code
Scene editor
Storyboard (*)
Scenario
Correct
16. From your Alice lessons, if you examined a science process that had many steps, which of
the following is a way that you could apply functional decomposition to this process?
Mark
for Review
(1) Points
1. Present the problem as an animation.
2. Further refine and define the tasks needed for each high level step.
3. Identify the high level steps for the science concept.
1. Identify the detailed steps for the science concept.
2. Present the problem as an animation.
1. Present the problem as an animation.

1. Identify the high level steps for the science concept.


2. Further refine and define the tasks needed for each high level step.
3. Present the problem as an animation. (*)
Correct
17. Expressions with relational operators produce true and false values. True or false?
Mark for Review
(1) Points
True (*)
False
Incorrect. Refer to Section 2 Lesson 13.
18. 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.
19. 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.
Incorrect. Refer to Section 2 Lesson 2.
20. In Alice, we use the WHILE control statement to implement the conditional loop.
True or false?
Mark for Review
(1) Points

True (*)
False
Incorrect. Refer to Section 2 Lesson 8.
21. If you want one message to display if a user is below the age of 18 and a different
message to display if the user is 18 or older, what type of construct would you use?

Mark for

Review
(1) Points
for all loop
do loop
while loop
if (*)
Incorrect. Refer to Section 2 Lesson 14.
22. 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
Incorrect. Refer to Section 2 Lesson 14.
Section 3 (Answer all questions in this section)
image below is an example of what construct?

23. In Greenfoot, the

Mark for Review


(1) Points
Method
Conditional (*)
Variable Assignment
Class
Incorrect. Refer to Section 3 Lesson 12.
24. From your Greenfoot lessons, which of the following is an example of changing the
environment during a Q/A test cycle?
Mark for Review
(1) Points
Use a different operating system. (*)
Use the mouse instead of the keyboard.
Use symbols instead of numbers.
All of the above.
Incorrect. Refer to Section 3 Lesson 12.
25. From your Greenfoot lessons, what is incorrect in this code example:
setLocation(getX(), (int) (altitude);
Mark for Review
(1) Points
Spacing
Capitalization

Parenthesis (*)
Comma
Incorrect. Refer to Section 3 Lesson 12.
26. In Greenfoot, you can use comparison operators to compare a variable to a random number.
True or false?
Mark for Review
(1) Points
True (*)
False
Correct
27. From your Greenfoot lessons, which of the following is not a characteristic of a
static method?
Mark for Review
(1) Points
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
Correct
28. From your Greenfoot lessons, which axes define an object's position in a world?
Mark for Review
(1) Points
x (*)

(Choose all correct answers)

z
y (*)
w
Incorrect. Refer to Section 3 Lesson 5.

29. 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
Incorrect. Refer to Section 3 Lesson 5.
30. 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
Incorrect. Refer to Section 3 Lesson 4.
31. 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):
Incorrect. Refer to Section 3 Lesson 4.
32. Use your Greenfoot knowldege: Abstraction occurs in many different ways in
programming. True or false?
Mark for Review
(1) Points

True (*)
False
Correct
33. 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
Incorrect. Refer to Section 3 Lesson 6.
34. 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?
Mark for
Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 6.
35. From your Greenfoot lessons, what are the ways that you can view a class's
methods?
Mark for Review
(1) Points
(Choose all correct answers)
In the scenario
In the class's documentation (*)
By right-clicking on an instance (*)
In the Greenfoot gallery
Incorrect. Refer to Section 3 Lesson 3.
36. From your Greenfoot lessons, which of the following methods return the current rotation of
the object?
Mark for Review
(1) Points
World getClass()

World getWorld()
int getRotation() (*)
getXY()
Incorrect. Refer to Section 3 Lesson 3.
37. 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
Incorrect. Refer to Section 3 Lesson 2.
38. From your Greenfoot lessons, to view the methods that a class inherits, open the
code editor and select documentation from the Tools menu. True or false?
Mark for Review
(1) Points
True (*)
False
Correct
39. From your Greenfoot lessons, instances do not have any memory. True or false?
Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 2.
40. In the Greenfoot IDE, which type of variable allows instances to store information?
Mark for Review
(1) Points
Method variable

Instance variable (*)


Class variable
World variable
Incorrect. Refer to Section 3 Lesson 2.
41. In Greenfoot, what is a common letter used for the loop variable?

Mark for Review

(1) Points
A
I (*)
X
Y
Correct
42. 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") )
Incorrect. Refer to Section 3 Lesson 10.
43. From your Greenfoot lessons, which of the following logic operators represents
"and"?
Mark for Review
(1) Points
&
&& (*)
=

!
Incorrect. Refer to Section 3 Lesson 10.
44. 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");
Incorrect. Refer to Section 3 Lesson 10.
45. 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
46. In Greenfoot, which of the following are execution controls?
(1) Points
Run (*)

(Choose all correct answers)

Act (*)
Speed (*)
Move
Turn
Incorrect. Refer to Section 3 Lesson 1.

Mark for Review

47. Which of the following Java syntax is used to correctly create a Duke subclass?
Mark for Review
(1) Points
private Dog extends World
public class Dog extends World
public class Duke extends Animal (*)
private class extends Actor
private class extends Duke
Correct
48. From your Greenfoot lessons, what is the parameter of the following constructor
that creates a new image, and designates it to the Actor class?
setImage (new GreenfootImage("duke100.png"));

Mark for Review

(1) Points
setImage
GreenfootImage
duke100.png (*)
new
Incorrect. Refer to Section 3 Lesson 8.
49. In Greenfoot, actor constructors can be used to create images or values and assign
them to the variables. True or false?
Mark for Review
(1) Points
True (*)
False
Incorrect. Refer to Section 3 Lesson 8.
50. Specific to the Greenfoot IDE, which of the following stop methods is written
correctly?
Mark for Review
(1) Points

stop.Greenfoot( );
Greenfoot(stop);
Greenfoot.stop( ); (*)
Greenfoot.stop(key);
Incorrect. Refer to Section 3 Lesson 8.

Vous aimerez peut-être aussi