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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 Mark for
collides with the shark? 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, Mark for Review
complete the (1) Points
following
sentence:
When coded,
an event
triggers a
___________.
Infinite loop

Gallery

Procedure (*)

Scene

Incorrect. Refer to Section 2 Lesson 11.

5. In Alice,
we use Mark for Review
the WHILE (1) Points
control
statement
to
implement
the
conditional
loop. True
or false?
True (*)

False

Correct

6. Which of
the Mark for Review
following (1) Points
is not a
valid
primitive
type in
Java?
boolean

String (*)

long

int

double

Incorrect. Refer to Section 2 Lesson 13.

7. Results of
arithmetic Mark for Review
operations (1) Points
cannot be
stored in
a variable.
True or
false?
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 Mark for Review
Alice (1) Points
lessons,
built-in
functions
provide
precise
property
details
for the
following
areas:
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 Mark for Review
lessons, at (1) Points
what point in
the
animation
process do
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 Mark for Review
define (1) Points
your own
procedures
for a class,
but not
your own
functions.
True or
false?
True

False (*)
Correct

14. In Alice, a
computer Mark for Review
program (1) Points
requires
functions to
tell it how to
perform the
procedure.
True or false?
True

False (*)

Incorrect.
Refer to
Section 2
Lesson 6.
15. In Alice, the
setVehicle Mark for Review
procedure will (1) Points
associate one
object to
another. True
or false?
True (*)
False

Correct

16. In Alice,
Do In Mark for Review
Order (1) Points
and Do
Together:
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 Mark for Review
following (1) Points
programming
statements
moves the
cat
backward,
half the
distance to
the bird?
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 Mark for Review
false? (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 (*)

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 Mark for Review
lessons, (1) Points
which type
of
constructor
can be
used to
automate
creation of
Actor
instances?
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 Mark for Review
inherit the (1) Points
characteristics
of the
subclass they
belong to, but
not the
superclass.
True or false?
True

False (*)

Correct

32. In the following Greenfoot method signature, which is the method


name? Mark for Review
(1) Points
void turnLeft()
()

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 Mark for Review
used to call a (1) Points
_____________
from another
class.
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 Mark for Review
Greenfoot source code? If (1) Points
Duke's leg is down, and the
keyboard key "d" is down...
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 Mark for Review
variable. True or false? (1) Points
True

False (*)

Incorrect. Refer to Section


3 Lesson 10.
43. From your Greenfoot lessons,
the reset button resets the Mark for Review
scenario back to its initial (1) Points
position. True or false?
True (*)

False

Correct

44. Which of the following are


examples of a Greenfoot Mark for Review
superclass? (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 Mark for Review
actions that will take place in a (1) Points
textual storyboard. True or
false?
True (*)

False

Correct

46. In Greenfoot,
you will not Mark for Review
receive an error (1) Points
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?
True

False (*)

Incorrect.
Refer to
Section 3
Lesson 4.
47. From your
Greenfoot Mark for Review
lessons, (1) Points
abstraction
techniques can
only be used
once in a class's
source code.
True or false?
True

False (*)

Correct

48. In Greenfoot,
what type of Mark for Review
parameter does (1) Points
the keyDown
method expect?
String (*)

Boolean

Integer

Method

Incorrect.
Refer to
Section 3
Lesson 7.
49. From your
Greenfoot Mark for Review
lessons, how do (1) Points
you call a
defined method?
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 Mark for Review
subclasses of a (1) Points
superclass inherit
a method is by
adding the
method to the
superclass. True
or false?
True (*)

False

Correct

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