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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
collides with the shark?

(*)

Correct

Mark for
Review
(1) Points

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,
complete the
following
sentence:
When coded,
an event
triggers a
___________.

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(1) Points

Infinite loop
Gallery
Procedure (*)
Scene
Incorrect. Refer to Section 2 Lesson 11.

5. In Alice,
we use
the WHILE
control
statement
to
implement
the
conditional
loop. True
or false?

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(1) Points

True (*)
False
Correct

6. Which of
the
following
is not a
valid
primitive
type in
Java?

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(1) Points

boolean
String (*)
long
int
double
Incorrect. Refer to Section 2 Lesson 13.

7. Results of
arithmetic
operations
cannot be
stored in
a variable.
True or
false?

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(1) Points

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?
A submethod
A subprogram
An instance (*)
A subclass
A variable class
Incorrect. Refer to Section 2 Lesson 14.

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(1) Points

9. In Java, a function is a method that returns a value. True or false?

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(1) Points

True (*)
False
Correct

10. From
your
Alice
lessons,
built-in
functions
provide
precise
property
details
for the
following
areas:

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(1) Points

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
lessons, at
what point in
the
animation
process do

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(1) Points

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
define
your own
procedures
for a class,
but not
your own
functions.
True or
false?

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(1) Points

True
False (*)
Correct

14. In Alice, a
computer
program
requires
functions to
tell it how to
perform the
procedure.
True or false?

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(1) Points

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

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(1) Points

False
Correct

16. In Alice,
Do In
Order
and Do
Together:

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(1) Points

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?

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(1) Points

True (*)
False
Correct
18. Before you can begin to develop the animation storyboard, what must be
defined?

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(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?

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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. (*)
Incorrect. Refer to Section 2 Lesson 5.
20. Alice uses built-in math operators; they are:

Add and subtract

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(1) Points

Multiply and divide


All of the above (*)
None of the above
Incorrect. Refer to Section 2 Lesson 9.

21. In Alice,
which of the
following
programming
statements
moves the
cat
backward,
half the
distance to
the bird?

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(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
22. From your Alice lessons, what is a one-shot procedural method?

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(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
false?

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(1) Points

True
False (*)
Correct
24. From your Greenfoot lessons, which axes define an object's position in a
world?
(Choose all correct answers)
x (*)

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(1) Points

z
y (*)
w
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?

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(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
lessons,
which type
of
constructor
can be
used to
automate
creation of
Actor
instances?

Mark for Review


(1) Points

Animal
World (*)
Actor
Vector
Correct
27. In Greenfoot, a defined variable is a variable that is defined in an
instance. True or false?

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(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?
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.

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(1) Points

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?

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(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?

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(1) Points

Size
Color
Image file
Methods
All of the above (*)
Incorrect. Refer to Section 3 Lesson 2.

31. In Greenfoot,
instances
inherit the
characteristics
of the
subclass they
belong to, but
not the
superclass.
True or false?

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(1) Points

True
False (*)
Correct
32. In the following Greenfoot method signature, which is the method
name?
void turnLeft()
()
void
turnLeft (*)
Left

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(1) Points

Incorrect. Refer to Section 3 Lesson 2.


33. What type of Greenfoot method would be used to turn an object?

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(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?

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(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?

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(1) Points

True (*)
False
Correct

36. In Greenfoot,
dot notation is
used to call a
_____________
from another
class.

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(1) Points

Method (*)
Class
Signature
Parameter
Correct
37. In Greenfoot, objects are created from:

Methods
Classes (*)
Signatures

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(1) Points

Parameters
Correct
38. In Greenfoot, you may perform the programming tasks of create and
test many times. True or false?

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(1) Points

True (*)
False
Correct
39. In the Greenfoot IDE, what symbols indicate that the variable is an
array?

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(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?

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(1) Points

True
False (*)
Correct

41. 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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(1) Points

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
variable. True or false?

Mark for Review


(1) Points

True
False (*)
Incorrect. Refer to Section
3 Lesson 10.
43. From your Greenfoot lessons,
the reset button resets the
scenario back to its initial
position. True or false?

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(1) Points

True (*)
False
Correct
44. Which of the following are
examples of a Greenfoot
superclass?

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(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
actions that will take place in a
textual storyboard. True or
false?

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(1) Points

True (*)
False
Correct

46. 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 (*)
Incorrect.
Refer to
Section 3
Lesson 4.
47. 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
48. In Greenfoot,
what type of
parameter does
the keyDown
method expect?

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(1) Points

String (*)
Boolean
Integer
Method
Incorrect.
Refer to
Section 3
Lesson 7.
49. From your
Greenfoot
lessons, how do
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.

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(1) Points

Write the
method in
the source
code.
Correct
50. 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

Mark for Review


(1) Points

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