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1268065651
Section 2
(Answer all questions in this section)
1 From your Alice lessons, which programming instruction represents the
. following movement: A turtle moves forward half the distance to the flower.
Mark for
Review
(1) Points
Correct
2 Alice objects move relative to the orientation of the person viewing the
. animation. True or false?
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Review
(1) Points
True
False (*)
Mark for
Review
(1) Points
Mark for
Review
(1) Points
Accept user input and store them in the variables num1 and num2. (*)
Scan the next page in the scanner.
Mark for
Review
(1) Points
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Section 2
(Answer all questions in this section)
6. Which of the following statements about methods is false?
True (*)
False
Correct
8. An Alice event is considered what?
Section 2
(Answer all questions in this section)
True
False (*)
True (*)
False
Correct
13.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?
True
False (*)
True (*)
False
(1) Points
Color
Decimal Number
Whole Number
Function (*)
Section 2
(Answer all questions in this section)
1 Which of the following programming instructions commands the fish to
6. 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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Review
(1) Points
Correct
1 Which of the following is not a reason for why comments are helpful in an Alice
7. program?
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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.
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Review
(1) Points
Correct
1 From your Alice lessons, inheritance means that the superclass inherits its
9. traits from the subclass. True or false?
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Review
(1) Points
True
False (*)
Section 2
(Answer all questions in this section)
21.If the value already exists in the variable it is overwritten by the
(1) Points
True (*)
False
Correct
22.Which of the following is not a relational operator?
<
// (*)
>
=
Correct
Section 3
(Answer all questions in this section)
23.Read the following method signature. Using your Greenfoot experience,
what does this method do?
(1) Points
(Choose all correct answers)
Galleries
Classes (*)
Scenarios
Objects (*)
All of the above
Correct
Section 3
(Answer all questions in this section)
26.From your Greenfoot lessons, which programming statement creates a
new Duke object, and places it at x = 120, y = 100 in the world?
Correct
27.In Greenfoot, only 10 methods can be written for each class in the Code
editor. True or false?
True
False (*)
True (*)
False
Correct
30.From your Greenfoot lessons, a problem statement defines the purpose
for your game. True or false?
True (*)
False
Correct
Section 3
(Answer all questions in this section)
31.In Greenfoot, defined methods must be used immediately. True or false?
True
False (*)
Correct
32.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?
True (*)
False
Correct
34.In Greenfoot, you must first create an instance before you create a class.
True or false?
True
False (*)
True (*)
False
Correct
Section 3
(Answer all questions in this section)
36.When you re-initialize a scenario, Greenfoot automatically displays an
instance of the World subclass in the scenario. True or false?
True (*)
False
Correct
37.In Greenfoot, we can use the act method in the class to automatically
create the Actor instances when the world is initialized. True or false?
True
False (*)
Correct
39.From your Greenfoot lessons, to view the methods that a class inherits,
Mark for Review
open the code editor and select documentation from the Tools menu.
(1) Points
True or false?
True (*)
False
Size
Color
Image file
Methods
All of the above (*)
Correct
Section 3
(Answer all questions in this section)
41.What type of Greenfoot method would be used to turn an object?
Mark for
Review
(1) Points
orientTo( );
turnAround( );
move ( );
turn( ); (*)
Correct
42.In Greenfoot, instances inherit the characteristics of the subclass they
belong to, but not the superclass. True or false?
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Review
(1) Points
True
False (*)
Mark for
Review
(1) Points
Mark for
Review
(1) Points
I = 100 + i
i=1
i=i
i = i + 1 (*)
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Review
(1) Points
True
False (*)
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Review
(1) Points
Semicolon ;
Colon :
Correct
4 In Greenfoot, when is a local variable most often used?
7.
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Review
(1) Points
Correct
4 In Greenfoot, in which programming task are the objects identified?
8.
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Review
(1) Points
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Review
(1) Points
Spacing missing
Curly brace missing
Parenthesis missing (*)
Comma missing
Correct
5 From your Greenfoot lessons, which line of code is missing something?
0.
1
3 (*)
4
5
6
Mark for
Review
(1) Points
n Alice, which function is used to move an object directly to the center point of
another object?
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(1) Points
getObject
getDuration
getDepth
getDistance (*)
Correct
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
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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(1) Points
True (*)
False
Correct
4.
In Alice, the setVehicle procedure will associate one object to another. True or
false?
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(1) Points
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?
Mark for Review
(1) Points
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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(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. (*)
Correct
7.
In Alice, procedural abstraction is the concept of making code easier to
understand and reuse. True or false?
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(1) Points
True (*)
False
Correct
8.
Which of the following does not describe variables?
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(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.
9.
In Java, which symbol is used to assign one value to another?
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(1) Points
<
>
= (*)
//
Correct
10.
An Alice event is considered what?
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(1) Points
A party with at least 20 people.
An object's orientation.
Error handling.
A keystroke or mouse click. (*)
Correct
11.
From your Alice
lessons, which of
the following are
reasons why
random numbers
would be used by
a computer?
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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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(1) Points
"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?
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
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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(1) Points
(*)
Correct
15.
Which of the following is a reason why you might disable programming statements
in your Alice code?
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(1) Points
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
16.
All objects in Alice
have three
dimensional
coordinates on
which axes?
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(1) Points
(Choose all correct answers)
x (*)
y (*)
z (*)
w
(*)
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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Review
(1) Points
True (*)
False
Correct
21.
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
Correct
22.
Which of the following statements about methods is false?
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Review
(1) Points
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?
Mark for
Review
(1) Points
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?
Mark for
Review
(1) Points
True
False (*)
Correct
25.
In Greenfoot, the image below is an example of what construct?
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Review
(1) Points
Method
Comment
Constructor (*)
Class
Correct
26.
In Greenfoot,
objects are
created from:
Mark for Review
(1) Points
Methods
Classes (*)
Signatures
Parameters
Correct
27.
From your Greenfoot lessons, what is incorrect in this code example:
setLocation(getX(), (int) (altitude);
Mark for Review
(1) Points
Spacing
Capitalization
Parenthesis (*)
Comma
Correct
28.
Use your Greenfoot knowldege: Abstraction occurs in many different ways
in programming. True or false?
Mark for Review
(1) Points
True (*)
False
Correct
29.
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
Correct
30.
From your Greenfoot lessons, when a method needs additional data to
perform a task, this data comes from parameters. True or false?
Mark for Review
(1) Points
True (*)
False
Correct
31.
In the Greenfoot
IDE, which of the
following are
components of a
parameter?
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(1) Points
(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()
Mark for Review
(1) Points
()
void
turnLeft (*)
Left
Correct
33.
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
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?
Mark for Review
(1) Points
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?
Mark for Review
(1) Points
move():
move(2);
turn(38); (*)
turn(38):
Correct
36.
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
Correct
37.
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");
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...
Mark for Review
(1) Points
if (&&isDown ! Greenfoot.isKeyDown("d") )
must be used
immediately. True
or false?
True
False (*)
Correct
42.
From your Greenfoot lessons, how do you call a defined method?
Mark 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.
Correct
43.
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
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?
Mark for Review
(1) Points
True (*)
False
Correct
45.
From your Greenfoot lessons, what can methods belong to?
Mark for Review
(1) Points
(Choose all correct answers)
Galleries
Classes (*)
Scenarios
Objects (*)
All of the above
Incorrect. Refer to Section 3 Lesson 5.
46.
In a Greenfoot ifelse statement, if
the condition is
true, the ifstatement is
executed, and
then the elsestatement is
executed. True or
false?
Mark for Review
(1) Points
True
False (*)
Correct
47.
From your Greenfoot lessons, a comparison operator returns what value
when a number meets its requirement?
Mark for Review
(1) Points
0
VOID
1 (*)
NULL
Correct
48.
Using Greenfoot, how do we change the size and resolution of the World
instance?
Mark for Review
(1) Points
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?
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.
Correct
50.
In Greenfoot, an if-statement is used to alternate between displaying two
images in an instance. True or false?
Mark for Review
(1) Points
True
False (*)
Correct
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