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rom your Alice lessons, built-in functions provide precise property de tails for the

following areas: Mark for Review (1) Points Proximity and size. Distance to and
nesting. Proximity, size, spatial relation, and point of view. (*) Proximity and point of
view.
Correct
Correct 2. Which of the following is not a type of event listener Mark for Review
in Alice? (1) Points
Scene Activation/Time Cursor (*) Keyboard Mouse Position/Orientation
Correct
Correct A conditional loop is a loop that will continue forever Mark for Review
3. . True or false? (1) Points True False (*)
Correct
Correct
From your Alice lessons. True or false? Mark for Review (1) Points True False (*)
Correct Correct 5.Tree / 2} Correct Correct 7.Butterfly getDistanceTo this.Butterfly
move forward {this. From your Alice lessons.Butterfly getDistanceTo this.4.Tree / 2 }
this.Tree * 2} (*) this. Identify an example of an Alice expression. double the distance
to the tree? Mark for Review (1) Points this.Butterfly move forward {this.Butterfly
getDistanceTo this. Mark fo r Review (1) Points .Butterfly move backward {this. In
Alice.Tree * 2 } this. which of the following programming statements moves the butte
rfly forward.Butterfly getDistanceTo this. True or false? Mark fo r Review (1) Points
True (*) False Correct Correct 6.Butterfly move backward {this. because th ese are
not valid parts of the animation creation process. the "Checklist for Animation C
ompletion" does not ask questions about the scenario and storyboards. animations
should be tested by the programmer before they are considered complete.
and time duration. distance amount."I feel happy. In Alice. True or fals e? Mark for
Review (1) Points . 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 Correct Correct 9." If or Where 3x3=9 (*) None of the above Correct Correct 8.
True or false? Mark for Review (1) Points True (*) False Correct Correct 10. In Alice.
motion. the procedures' arguments allow the programme r to adjust the object. the
setVehicle procedure will associate one o bject to another.
From your Alice lessons. variables are fixed and cannot be changed. Tru e or false?
Mark for Review (1) Points True False (*) Correct Correct 12. once there. A one-shot

procedure executes only one time to re-position the object.True (*) False Correct
Correct 11. while procedu res are available for all objects. In Alice. how is a one-shot
procedure different from pr ocedures in the Code editor? Mark for Review (1) Points
One-shot procedures are only available for acting objects. while procedures a re
available in the Scene editor. A variable is a named location inside the computer's me
mory. True or false? Mark for Review (1) Points True (*) False Correct Correct 13. w
hile procedures in the Code editor execute every time the Run button is clicked. Oneshot procedures are available in the Code editor. (*) All of the above . the information
can be retrieved and changed.
you examine code where a bird moves its wings forward and backward while moving
forward simultaneously across the scene. In Alice. How could procedural abstraction
be used to make the code s impler and easier to read? Mark for Review (1) Points
(Choose all correct answers) Do not make any changes to the code. when a new
procedure is declared. or documented in a journal. a flowchart could be created i n a
software program. True or false? Mark fo r Review (1) Points True (*) False Correct
Correct 15. True or false? Mark for Review (1) Points True (*) False . all subclasses
of the super class will inherit the procedure.Incorrect Incorrect. From your Alice
lessons. (*) Use the Scene editor to position the wings so that they are up as the bo
dy moves forward. In Alice. Use the Count control statement to execute the forward
motion of the bod y and up and down motion of the wings 10 times. 14. Refer to
Section 2 Lesson 2. Declare a separate "fly" procedure for the body moving forward
and wings moving up and down. You notice that this set of procedures are repeated
in the Code editor ten times to achieve this motion. (*) Correct Correct 16.
Correct Correct 17. Expressions with relational operators produce true and false
values. Which of the following would not be an argument in an A lice programming
instruction that commands a person object to move forward 2 met ers? Mark for
Review (1) Points Number of seconds to execute the programming instruction
Direction to move Distance to move forward Person's height (*) Correct Correct A
complete Alice instruction includes which of the foll Mark for Review (Choose all
correct answers) Image Class Procedure (*) Direction (*) Amount (*) 18. owing
components? (1) Points Incorrect Incorrect. True or false? Mark for Review (1) Points
True (*) . Refer to Section 2 Lesson 4. 19.
boolean bite char short int long float double Mark for Review (1) Points Types (*)
Expressions Variables Specifications Correct Correct 21. What do lines 7. Refer to
Section 2 Lesson 14.False Correct Correct The following are examples of what in
Java? 20. The condition in a WHILE loop is a boolean expression. Mark for Review
(1) Points Incorrect. True or false? Mark for Review (1) Points True (*) False Incorrect
22. 10 and 13 do in the following code? .
called a _____________. (*) None of the above.Export files called A. B. you can write
an entirely new method below it. and num3. Print "A". B. From your Greenfoot
lessons. Correct Correct Section 3 (Answer all questions in this section) 23. and the
value of num3. Mark for Review (1) Points Class method Instance method Defined
method (*) World method Code method Correct Correct 24. where is it Mark for

Review called from? (1) Points The world The act method (*) The actor class . "B"
and the value of num3 on the screen. Create a single file containing A. To execute a
method in your Greenfoot game. to save space in the act m ethod.
The gallery Correct Correct 25. From your Greenfoot lessons. dot notation is used to
call a __________ ___ from another class. which line of code is miss ing something?
Mark for Review (1) Points 1 3 (*) 4 5 6 Correct Correct 26. In Greenfoot. the image
below is an example of what construct? Mark for Review (1) Points Method Comment
Constructor (*) Class Incorrect Incorrect. Mark for Review . 27. In Greenfoot. Refer to
Section 3 Lesson 12.
which type of constructor can be used to automate creation of Actor instances? Mark
for Review (1) Points . you can use comparison operators to compa re a variable to a
random number. True or false? Mark for Review (1) Points True (*) False Correct
Correct 30. ted in which class? (1) Points Actor Greenfoot (*) GreenfootImage World
Correct Correct 29. From your Greenfoot lessons.(1) Points Method (*) Class
Signature Parameter Correct Correct From your Greenfoot lessons. the keyDown
method is loca Mark for Review 28. In Greenfoot.
what does this method do? public static int getRandomNumber (int limit) (1) Points
Returns a random number less than 10. Using your Greenfo ot experience.Animal
World (*) Actor Vector Correct Correct 31. which of the following is not a characteri
stic 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 Incorrect Incorrect. Returns a random
coordinate position in the world. Refer to Section 3 Lesson 5. 32. Returns a random
number between zero and parameter limit. Mark for Review . From your Greenfoot
lessons. Read the following method signature. (*) Returns a random number for
instances in the animal class only.
Refer to Section 3 Lesson 10.isKeyDown("d") ) if (isDown && Greenfoot.isKeyDown
&& isDown("d") ) Correct Correct 34. In a Greenfoot loop constructor. How would the
following sentence be written in Greenfoo t source code? If Duke's leg is
down.Correct Correct 33. which component is a c ounter that controls how many
times the statement is executed? Mark for Review (1) Points Local loop While loop
Loop variable (*) Condition Incorrect Incorrect..isKeyDown("d") ) if (!isDown &&
Greenfoot. and the keyboard key "d" is down. which of the following statements could
p revent an infinite loop from occurring? Mark for Review (1) Points I = 100 + i i=1 i =
i .isKeyDown("d") ) (*) if (!Greenfoot. Mark for Review (1) Points if (&&isDown !
Greenfoot. 35. In Greenfoot..
turn(38). True or false? Mark for Review (1) Points True False (*) Correct Correct .
you will not receive an error message if your code is incorrect. 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. a local variable is declared at the beginning of a class. It
will simply not work. In Greenfoot.i = i + 1 (*) Correct Correct 36. (*) turn(38): Correct
Correct 38. which of the following program ming statements tells the object to turn 38

degrees? Mark for Review (1) Points move(): move(2). Using the Greenfoot IDE. In
Greenfoot.
Select an image for the class.. In Greenfoot. Click New subclass. (*) Correct Correct
41.39. Program the class to move forward. which of the following are execution cont
rols? Mark for Review (1) Points (Choose all correct answers) Run (*) Act (*) Speed
(*) Move Turn Correct Correct 40. (*) . From your Greenfoot lessons. From your
Greenfoot lessons.. Name the class. which of the following are examples of abs
traction? Mark for Review (1) Points (Choose all correct answers) Playing a range of
sounds when keyboard keys are pressed. which of the following is not a step to
creating a new subclass? Mark for Review (1) Points Right-click on a superclass.
instances inherit the characteristics of the subclass they belong to. (*) Correct Correct
42. True or false? Mark for Review (1) Points True (*) False Correct Correct From
your Greenfoot lessons. True or false? (1) Points True False (*) Incorrect Incorrect.
Assigning a different keyboard key to each instance. but not the superclass. 44.
Refer to Section 3 Lesson 2. Assigning a different image file to each instance.
instances do not have any Mark for Review 43. (*) Programming a single movement
for a single instance. memory. open the code editor and select documentation from
the Tools me nu. True or false? Mark fo r Review (1) Points True False (*) . In
Greenfoot. From your Greenfoot lessons. to view the methods that a class inherits.A
single instance displays a single image.
In Greenfoot. an if-statement is used to alternate betw een displaying two images in
an instance. Turn the object 18 degrees. In Greenfoot. what is the parameter of t he
following constructor that creates a new image. True or false? Mark for Review (1)
Points True False (*) Correct Correct 47. a constructor has a void return type.Correct
Correct 45. (*) Turn the object 18 steps forward. What does the following Greenfoot
programming statement do? turn(18). Move the object 18 steps forward. and
designates it to the Acto . From your Greenfoot lessons. (1) Points Mark for Review
Turn the object 36 degrees. True or false? Mark for Review (1) Points True False (*)
Correct Correct 48. Correct 46.
50. (1) Points setImage GreenfootImage duke100. True or false? Mark for Review (1)
Points True False (*) Correct Correct . the pr ogramming statements written in curly
brackets are executed simultaneously. In Greenfoot. in an if-statement. only 10
methods can be written for each c lass in the Code editor. True or false? Mark for
Review (1) Points True False (*) Incorrect Incorrect.png (*) new Mark for Review
Correct Correct 49. Refer to Section 3 Lesson 3.r class? setImage (new
GreenfootImage("duke100.png")). From your Greenfoot lessons.

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