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1.

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 (*)
2.

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
3.
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
4.

A conditional loop is a loop that will continue forever. True or false?

Mark for Review

(1) Points
True
False (*)
5.
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
6.
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

7.
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

Correct

8.

In Alice, we can avoid object collision using what?

(1) Points

Slowing movements down.

Mark for Review

Using math operators. (*)

Downloading the Alice 3 collision detector app.

Using object detection.

Incorrect

Incorrect. Refer to Section 2 Lesson 9.

9.
If the value already exists in the variable it is overwritten by the assignment
operator (=). True or false?
Mark for Review
(1) Points

True (*)

False

Correct

Correct

10.

Which of the following is not a relational operator?

Mark for Review

(1) Points

<

// (*)

>

Correct

Correct

11.
Which of the following are examples of elements you would test in your Alice animation?
Mark for Review
(1) Points

(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

Incorrect. Refer to Section 2 Lesson 12.

12.
From your Alice lessons, a textual storyboard provides a detailed, ordered list of
the actions each object performs in each scene of the animation. True or false? Mark for Review
(1) Points

True (*)

False

Correct

Correct

13.
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

Incorrect. Refer to Section 2 Lesson 14.

14.

Main is an example of what in the following code?

public static void main (String[] args) {


System.out.println{"Hello World!");
}

Mark for Review

(1) Points

An instance

A method (*)

A class

A variable

Incorrect

Incorrect. Refer to Section 2 Lesson 14.

15.
In Alice, how is a one-shot procedure different from procedures in the Code
editor? Mark for Review
(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

16.
In Alice, which function is used to move an object directly to the center point of another object?
Mark for Review
(1) Points

getObject

getDuration

getDepth

getDistance (*)

Correct

Correct

17.
In Alice, if a procedure is declared for a clownFish class, which classes can use
the procedure? Mark for Review
(1) Points

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

Correct

animation?

18.
From your Alice lessons, which of the following is a tool to show the logic of an
Mark for Review

(1) Points

Visual storyboard

Flowchart (*)

Pie chart

Scene editor

Class chart

Incorrect

Incorrect. Refer to Section 2 Lesson 5.

19.
From your Alice lessons, inheritance means that the superclass inherits its traits
from the subclass. True or false?
Mark for Review
(1) Points

True

False (*)

Incorrect

false?

Incorrect. Refer to Section 2 Lesson 5.

20.
In Alice, each class has a set of pre-defined procedures and functions. True or
Mark for Review

(1) Points

True (*)

False

21.

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

Mark for Review

(1) Points

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

Correct

22.
From your Alice lessons, complete the following sentence: When coded, an
event triggers a ___________. Mark for Review
(1) Points

Infinite loop

Gallery

Procedure (*)

Scene

Correct

Correct

Section 3
(Answer all questions in this section)

23.
times. True or false?
(1) Points

True (*)

False

Correct

Correct

In Greenfoot, you may perform the programming tasks of create and test many
Mark for Review

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

Incorrect. Refer to Section 3 Lesson 12.

25.

Programming tasks to create a Greenfoot game typically occur in the following

order:

1.Define the problem.


2.Design the solution.
3.Program the solution.
4.Test the solution.

True or false?

Mark for Review

(1) Points

True (*)

False

26.
From your Greenfoot lessons, in an if-statement, the programming statements written in curly
brackets are executed simultaneously. True or false?
Mark for Review
(1) Points

True

False (*)

Correct

Correct

27.
In Greenfoot, a method with what kind of return type is used to learn more
about an object's orientation? Mark for Review
(1) Points

non-void return type (*)

void return type

object return type

method return type

Incorrect

Incorrect. Refer to Section 3 Lesson 3.

28.
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

Correct

29.
In Greenfoot, which method is used to add a new instance to a scenario when
the world is initialized? Mark for Review
(1) Points

addClass

addWorld

addObject (*)

addInstance

Correct

Correct

or false?

30.
In Greenfoot, constructors can be used to create new instances of objects. True
Mark for Review

(1) Points

True (*)

False

31.
When you re-initialize a scenario, Greenfoot automatically displays an instance of the World
subclass in the scenario. True or false? Mark for Review
(1) Points

True (*)

False

Incorrect

Incorrect. Refer to Section 3 Lesson 8.

32.
Mark for Review

In the Greenfoot IDE, which of the following is not a property of an instance?

(1) Points

Position

Inherited methods

Scenario name (*)

Defined methods

Incorrect

Incorrect. Refer to Section 3 Lesson 2.

33.
From your Greenfoot lessons, which of the following is an example of a type of
data passed through a parameter?
Mark for Review
(1) Points

Methods

Classes

Integers (*)

Scenarios

Correct

Correct

instance?

34.
From your Greenfoot lessons, which of the following are properties of an
Mark for Review

(1) Points

Size

Color

Image file

Methods

All of the above (*)

Incorrect

Incorrect. Refer to Section 3 Lesson 2.

35.
Mark for Review

From your Greenfoot lessons, instances do not have any memory. True or false?

(1) Points

True

False (*)
36.
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 (*)

Correct

Correct

37.
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

Incorrect. Refer to Section 3 Lesson 4.

38.
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

Incorrect

Incorrect. Refer to Section 3 Lesson 1.

39.
From your Greenfoot lessons, an instance inherits all of the characteristics of
the class, and those characteristics cannot be changed. True or false?
Mark for Review
(1) Points

True

False (*)

Correct

Correct

40.

In the following Greenfoot array, what statement would you write to access the

"a" key?

Keynames = {"a", "b", "c", "d"}; Mark for Review


(1) Points

keynames[2]

keynames["a"]

keynames[0] (*)

keynames["a" key]
41.
In a Greenfoot loop constructor, which component is a counter that controls how many times
the statement is executed?
Mark for Review
(1) Points

Local loop

While loop

Loop variable (*)

Condition

Correct

Correct

42.

In Greenfoot, when is a local variable most often used? Mark for Review

(1) Points

Within the scenario

Within the act method

Within the world constructor

Within loop constructs (*)

Incorrect

Incorrect. Refer to Section 3 Lesson 10.

43.

From your Greenfoot lessons, when do infinite loops occur?

Mark for

Review
(1) Points

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

Incorrect. Refer to Section 3 Lesson 10.

44.
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

Incorrect

Incorrect. Refer to Section 3 Lesson 5.

45.
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?
Mark
for Review
(1) Points

True (*)

False
46.
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);

Incorrect

Incorrect. Refer to Section 3 Lesson 5.

47.

Use you Greenfoot knowledge: What range of numbers does the following

method return?

Greenfoot.getRandomNumber(30)

Mark for Review

(1) Points

A random number between 1 and 30.

A random number between 0 and 30.

A random number between 0 and 29. (*)

A random number between 1 and 29.

Incorrect

Incorrect. Refer to Section 3 Lesson 5.

48.
Review
(1) Points

Greenfoot does not have tools to record sound. True or false?

Mark for

True

False (*)

Correct

Correct

49.

From your Greenfoot lessons, how do you call a defined method?

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.

Mark

Incorrect

Incorrect. Refer to Section 3 Lesson 6.

50.
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

Incorrect. Refer to Section 3 Lesson 6.

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