1. Which of the following is not a type of event listener in Alice? Mark for Review
(1) Points
Keyboard
Scene Activation/Time
Mouse
Position/Orientation
Cursor (*)
2. In Alice, what tab would you choose to start a new animation with a pre-populated world? Mark for Review
(1) Points
Blank Slate
Starters (*)
Recent
My Projects
3. In Alice, you can access the Java on the side option through which menu option? Mark for Review
(1) Points
Window (*)
Project
Run
Edit
4. From your Alice lessons, variables are fixed and cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
5. You have a Class representing Cat. A 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 subprogram
A submethod
A subclass
A variable class
An instance (*)
Section 2
(Answer all questions in this section)
6. Which of the following statements about methods is false? Mark for 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.
7. In Alice, the use of conditional control structures allows what two types of loops? Mark for Review
(1) Points
(Choose all correct answers)
conditional (*)
together
infinite
switch
8. From your Alice lessons, where on an object do an object's axes intersect? Mark for Review
(1) Points
At the object's head
At the object's bottom
At the object's chest
At the object's center point (*)
9. Which of the following are examples of elements you would test in your Alice animation? Mark for Review
(1) Points
(Choose all correct answers)
Math expressions calculate as expected. (*)
All of the procedures display in alphabetical order in the Procedures tab.
Event listeners trigger the correct responses. (*)
Objects move with smooth timing. (*)
10. What type of Alice listener object is required to target a mouse-click on any object in the scene, allowing the user to drag that object around the scene when the animation is running? Mark for Review
(1) Points
addMouseListener procedure
addListener procedure
addDefaultManipulation procedure
addDefaultModelManipulation procedure (*)
Section 2
(Answer all questions in this section)
11. In Alice, which of the following arguments could be replaced with a random number? Mark for Review
(1) Points
(Choose all correct answers)
Direction
Duration (*)
Distance (*)
Object name
Procedure name
12. Alice uses built-in math operators. They are: Mark for Review
(1) Points
Add
Subtract
Multiply
Divide
All of the above (*)
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 backward {this.Butterfly getDistanceTo this.Tree * 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
14. In Alice, which function is used to move an object directly to the center point of another object? Mark for Review
(1) Points
getDuration
getDistance (*)
getDepth
getObject
15. When you disable a programming instruction, it is still executed when you run the Alice animation. True or false? Mark for Review
(1) Points
True
False (*)
Section 2
(Answer all questions in this section)
16. 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
17. 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
18. In Alice, a walking motion for a bipedal object can be achieved without the Do Together control statement. True or false? Mark for Review
(1) Points
True
False (*)
19. In Alice, what are the forms of a scenario? Mark for Review
(1) Points
(Choose all correct answers)
A task to perform. (*)
A person to help.
A problem to solve. (*)
A section of code to write.
A system to start.
20. In Alice, when a new procedure is declared, all subclasses of the superclass will inherit the procedure. True or false? Mark for Review
(1) Points
True (*)
False
Section 2
(Answer all questions in this section)
21. Procedural abstraction may need to be implemented if an object in Alice needs to perform an action, but there isn't an inherited procedure that accomplishes that action. True or false? Mark for Review
(1) Points
True (*)
False
22. The list below describes variables. All are correct except which one? Mark for Review
(1) Points
Has a type associated with it.
Has a unique name.
A place in memory where data of a specific type can be stored for later retrieval and use.
Arranged in rows and columns. (*)
23. The list below displays valid primitive types in Java, except which one? Mark for Review
(1) Points
String (*)
int
double
long
boolean
24. Alice 3 will periodically remind you to save your project. True or false? Mark for Review
(1) Points
True
False (*)
Section 3
(Answer all questions in this section)
25. In Greenfoot, which of the following methods return the world that the instance lives in? Mark for Review
(1) Points
World getWorld() (*)
World getClass()
getXY()
getRotation()
Section 3
(Answer all questions in this section)
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 (*)
27. In Greenfoot you can only access the methods of the current class? Mark for Review
(1) Points
True
False (*)
28. In the Greenfoot IDE, what does the AND operator (&&) do? Mark for Review
(1) Points
Compares two boolean values, and returns a boolean value which is true if and only if one of its operands are true.
Compares two boolean values, and returns a boolean value which is true if and only if both of its operands are true. (*)
Compares two boolean values and returns a boolean value which is true if either one of the operands is true.
Compares two boolean variables or expressions and returns a result that is true if either of its operands are true.
29. In Greenfoot, which of the following statements could prevent an infinite loop from occurring? Mark for Review
(1) Points
I = 100 + i
i = i + 1 (*)
i = i
i=1
30. In Greenfoot, a local variable is declared at the beginning of a class. True or false? Mark for Review
(1) Points
True
False (*)
Section 3
(Answer all questions in this section)
31. In Greenfoot, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
Method (*)
Integers
Objects
Class name
World name
32. 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
Programmer
Target (*)
Primary
33. In object oriented programming, programmers analyze a problem and create objects to solve the problem. True or false? Mark for Review
(1) Points
True (*)
False
34. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
isCollision()
hasCollided()
isContact()
isTouching() (*)
35. 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? Mark for Review
(1) Points
True (*)
False
Section 3
(Answer all questions in this section)
36. What type of parameter does the Greenfoot playSound method expect? Mark for Review
(1) Points
name of a keyboard key (as String)
name of a sound file (as String) (*)
name of the class (as String)
name of an integer (as int)
37. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
38. Which of the following answers have the correct syntax for declaring a class variable in Greenfoot? Mark for Review
(1) Points
(Choose all correct answers)
public variable-name variable type;
public variable-type variable-name; (*)
private variable-name, variable-type;
private variable-type variable-name; (*)
39. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized? Mark for Review
(1) Points
addObject (*)
addClass
addWorld
addInstance
40. Constructors are called automatically when a new intance of a class is created? True or false? Mark for Review
(1) Points
True (*)
False
41. In Greenfoot, the instance has a source code editor. True or false? Mark for Review
(1) Points
True
False (*)
42. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review
(1) Points
Integer of steps to move forward (*)
Degrees to turn
String statement
True or false response
43. Using the Greenfoot IDE, only five instances can be added to a scenario. True or false? Mark for Review
(1) Points
True
False (*)
44. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Curly brackets { } (*)
Square brackets [ ]
Asterisks **
Parnetheses ( )
45. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
Section 3
(Answer all questions in this section)
46. In Greenfoot, the Run button repeatedly executes all of the programming statements in the class's act method in sequential order until the pause button is clicked. True or false? Mark for Review
(1) Points
True (*)
False
47. 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
48. In Greenfoot, the origin of the world coordinate system (0,0) starts in the center of the world. True or false? Mark for Review
(1) Points
True
False (*)
49. The first step to executing an if-else statement is to:____________. Mark for Review
(1) Points
Execute the else statement
Evaluate the class
Execute the if statement
Evaluate the condition (*)
50. An if-else statement executes its first code block if a condition is true, and its second code block if a condition is false, but not both. True or false? Mark for Review
(1) Points
True (*)
False
1. Alice provides pre-populated worlds through which new menu tab?
• Starters (*)
• Blank Slates
• File System - saved Alice projects can be opened and edited
• Recent
2. In Alice, which of the following programming statements moves the alien backward the distance to the asteroid, minus 2 meters?
• this.Alien move backward {this.Alien getDistanceTo this.Asteroid -2} (*)
• this.Alien move backward {this.Alien getDistanceTo this.Asteroid * 2}
• this.Asteroid move backward {this.Alien getDistanceTo this.Asteorid / 2}
• this.Alien move forward {this.Asteroid getDistanceTo this.Alien / 2}
3. What is the first step to entering comments in an Alice program?
• Type comments that describe the sequence of actions in the code segment.
• Drag and drop the comments tile above a code segment. (*)
• Drag and drop the comments tile below a code segment.
• Select the instance from the instance menu.
4. Which of the following are examples of elements you would test in your Alice animation?
• 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. (*)
• Comments were added below each sequence of instructions in the code.
5. You want an event to happen when an object collides with another object, which category of event handler would you choose?
• Mouse
• Keyboard
• Scene Activation/time
• Position/Orientation (*)
6. Main is an example of what in the following code?
public static void main (String[] args) {
System.out.println{"Hello World!");
}
• A method (*)
• A class
• A variable
7. Which of the following does not describe methods?
• A subprogram that acts on data and often returns a value.
• A set of code that is referred to by name.
• Can be called at any point in a program simply by utilizing its name.
• Is associated with an instance variable. (*)
8. Which of the following is not an Alice variable value type?
• Color
• Decimal Number
• Whole Number
• Function (*)
9. In Java code the { } brackets are used to represent what statements?
• for
• end (*)
• while
• begin (*)
10. In Alice, if only objects that walk on four legs need to use a procedure, in which superclass would the procedure be declared? When a new procedure is declared, all subclasses of the superclass will inherit the procedure.
• Quadruped (*)
• Biped
• Swimmer
• Prop
11. In Alice, which of the following is not a control statement?
• Do In Order
• While
• Count
• Move (*)
• Do Together
12. If a value has been assigned to (is stored in) a variable, that value will be overwritten when another value is assigned to the variable using the assignment "=" operator. - True
13. Which of the following is an incorrectly written programming statement?
• move(): (*)
• move(2);
• turn(25);
1. Which of the following is not a step in the Alice animation development process? Mark for Review
(1) Points
Sell the animation (*)
Define the scenario
Run the animation
Design a storyboard
Program the animation
Correct
2. 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
3. From your Alice lessons, the If control structure can process one true and one false response. True or false? Mark for Review
(1) Points
True (*)
False
Correct
4. In Alice, we use the While control statement to implement the conditional loop. True or false? Mark for Review
(1) Points
True (*)
False
Correct
5. A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false? Mark for Review
(1) Points
True (*)
False
Section 2
6. In Alice, procedural abstraction is the concept of making code easier to understand and reuse. True or false? Mark for Review
(1) Points
True (*)
False
Correct
7. In Alice, if a procedure is declared for MyClownFish, which classes can use the procedure? Mark for Review
(1) Points
MyClownFish class and MySwimmer class
MyClownFish class (*)
MyPajamaFish class, MyClownFish class, and MySwimmer class
Any class with "Fish" in the class name
Incorrect. Refer to Section 2 Lesson 4.
8. 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 4.
9. In Alice, which of the following instructions move the Blue Tang fish forward 2 meters? Mark for Review
(1) Points
this.blueTang move Forward 0.2
this.blueTang move Forward 2
this.blueTang move Backward 2
this.blueTang move Forward 2.0 (*)
Correct
10. From your Alice lessons, the Do In Order control statement is also referred to by what other name? Mark for Review
(1) Points
Sequence control
Sequential control (*)
Control order
Order control
Incorrect. Refer to Section 2 Lesson 3.
Section 2
11. In Alice, which of the following procedures play a sound? Mark for Review
(1) Points
playSound
playAudio (*)
playSoundFile
playFile
Incorrect. Refer to Section 2 Lesson 3.
12. From your Alice lessons, the "Checklist for Animation Completion" does not ask questions about the scenario and storyboards, because these are not valid parts of the animation creation process. True or false? Mark for Review
(1) Points
True
False (*)
Correct
13. From your Alice lessons, when coding for keyboard control, the programmer's job is to consider at least 70% of every key stroke the user could take. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 8.
14. From your Alice lessons, you can run the animation to test that it works properly. True or false? Mark for Review
(1) Points
True (*)
False
Incorrect. Refer to Section 2 Lesson 8.
15. Expressions with relational operators produce true and false values. True or false?
Mark for Review
(1) Points
True (*)
False
Correct
16. Which of the following does not describe variables? Mark for Review
(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. (*)
Correct
17. From your Alice lessons, a Do Together statement embedded with two move statements is an example of what? Mark for Review
(1) Points
Harmony
Compilation
Forward thinking
Nesting (*)
Incorrect. Refer to Section 2 Lesson 5.
18. In Alice, once procedures are added to a control statement, they cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 5.
19. Do In Order and Do Together are the only control statements available in Alice. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 5.
20. From your Alice lessons, built-in functions provide precise property details 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
21. Which of the following is not an example of the logic of an IF control structure? Mark for Review
(1) Points
Play the video three times. (*)
If the play button is pressed, then play the video one time.
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
Correct
22. Which of the following statements about methods is false? Mark for 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.
Incorrect. Refer to Section 2 Lesson 10.
23. From your Alice lessons, how do you add an instance to a scene in Alice? Mark for Review
(1) Points
Select the instance from your computer's network.
Write code that places the instance in the scene.
Select the class, then drag the object into the scene. (*)
Call the addObject method.
Correct
24. All objects in Alice have three dimensional coordinates on which axes? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
y (*)
z (*)
w
All of the above
Incorrect. Refer to Section 2 Lesson 2.
25. 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
26. Which of the following Java syntax is used to correctly create a Duke subclass? Mark for Review
(1) Points
private Dog extends World
public class Dog extends World
public class Duke extends Animal (*)
private class extends Actor
private class extends Duke
Correct
27. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
Correct
28. From your Greenfoot lessons, source code is written in the code editor. True or false? Mark for Review
(1) Points
True (*)
False
Correct
29. In Greenfoot, a variable can be saved and accessed later, even if the instance no longer exists. True or false? Mark for Review
(1) Points
True
False (*)
Correct
30. What does the following Greenfoot programming statement do?
turn(18); Mark for Review
(1) Points
Turn the object 36 degrees.
Turn the object 18 degrees. (*)
Turn the object 18 steps forward.
Move the object 18 steps forward.
Correct
Section 3
31. In the Greenfoot IDE, which of the following are components of a parameter? Mark for Review
(1) Points
(Choose all correct answers)
Parameter type (*)
Parameter return
Parameter name (*)
Parameter method
Parameter void
Incorrect. Refer to Section 3 Lesson 2.
32. 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
33. From your Greenfoot lessons, which of the following are examples of abstraction? Mark for Review
(1) Points
(Choose all correct answers)
Playing a range of sounds when keyboard keys are pressed. (*)
A single instance displays a single image.
Assigning a different keyboard key to each instance. (*)
Programming a single movement for a single instance.
Assigning a different image file to each instance. (*)
Incorrect. Refer to Section 3 Lesson 9.
34. Greenfoot does not have tools to record sound. True or false? Mark for Review
(1) Points
True
False (*)
Correct
35. What type of parameter does the Greenfoot playSound method expect? Mark for Review
(1) Points
name of a sound file (as String) (*)
name of an integer (as int)
name of a keyboard key (as String)
name of the class (as String)
Incorrect. Refer to Section 3 Lesson 7.
Section 3
36. From your Greenfoot lessons, which line of code is missing something?
Mark for Review
(1) Points
1
3 (*)
4
5
6
Incorrect. Refer to Section 3 Lesson 12.
37. From your Greenfoot lessons, which of the following is an example of changing test data 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. Refer to Section 3 Lesson 12.
38. 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
39. 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. Refer to Section 3 Lesson 5.
40. From your Greenfoot lessons, classes can only use the methods they have inherited. They cannot use methods from other classes. True or false? Mark for Review
(1) Points
True
False (*)
Correct
Section 3
41. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? Mark for Review
(1) Points
True (*)
False
Correct
42. Use your Greenfoot knowledge: An array object holds a single variable. True or false? Mark for Review
(1) Points
True
False (*)
Correct
43. In Greenfoot, a local variable is declared at the beginning of a class. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 10.
44. From your Greenfoot lessons, which of the following logic operators represents "and"? Mark for Review
(1) Points
&
&& (*)
=
!
Correct
45. 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
Correct
Section 3
46. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The act method (*)
The actor class
The gallery
Correct
47. 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? Mark for Review
(1) Points
True (*)
False
Correct
48. We can use the Actor constructor to automatically create Actor instances when the Greenfoot world is initialized. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 8.
49. 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. (*)
Correct
50. 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? Mark for Review
(1) Points
True
False (*)
Correct
. In Alice, we can avoid object collision using what?
• Slowing movements down.
• Using math operators. (*)
• Downloading the Alice3 collision detector app.
• Using object detection.
2. From your Alice lessons, which of the following are examples of scenarios?
• Conflict and resolution in a play
• Process to simulate
• Process to demonstrate
• Game to play
• All of the above (*)
3. In Alice, which of the following is the most likely situation where procedural abstraction could be used?
• 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.
• One person moves up 10 meters.
4. In Alice, objects inherit the characteristics of their:
• Code
• Project
• Class (*)
• Program
5. In Alice, inheritance means that the superclass inherits its traits from the subclass. True or false? True False (*)
6. In Alice, which function is used to move an object directly to the center point of another object?
• getObject
• getDuration
• getDepth
• getDistance (*)
7. Do In Order and Do Together are the only control statements available in Alice. True or false? True False (*)
8. In Alice, once procedures are added to a control statement, they cannot be changed. True or false? True False (*)
9. Which of the following are examples of comments written in an Alice program?
• this.dog move forward 2
• this.cat turn left 0.5
• Boy runs to the girl. (*)
• Cat jumps into the tree and meows for help. (*)
10. In the Alice scene editor, where are the procedures located to precisely position an object?
• Right click on the object, then select Procedures. (*)
• Right click on the object, then select Remove.
• In the gallery of classes.
• In the package located in the gallery.
11. Besides invoking a procedure, another way to precisely position an Alice object is to enter values in the x, y, and z coordinates in the Position property. True or false?
True (*) False
12. Alice objects move relative to the orientation of the person viewing the animation. True or false? True False (*)
13. The value that a variable holds must be a whole number, not a decimal. True or false?
True False (*)
14. Define the value of the variable NumSpins based on the following math calculation:
NumSpins / 3 = 8
• 12 24 (*) 8 NumSpins
15. From your Alice lessons, the "Checklist for Animation Completion" does not ask questions about the scenario and storyboards, because these are not valid parts of the animation creation process. True or false? True False (*)
6. From your Alice lessons, which control statement executes instructions simultaneously?
• Do in order
• Count
• Variable
• Do together (*)
17. In Alice, which of the following instructions roll the Blue Tang fish left 1 meter?
• this.blueTang roll Left 1.0 (*)
• this.blueTang Left 1.0
• this.blueTang Left 1
• this.blueTang roll Left 1
18. How do you copy an Alice procedure?
• Drag the procedure into the clipboard, then click CTRL + C.
• Hold down the control (CTRL) key, then drag the procedure into the clipboard. (*)
• Drag the procedure into the clipboard.
• Select Copy in the Run menu.
19. Expressions with relational operators produce true and false values. True or false? True (*) False
20. In Alice, where are arithmetic operators available?
• Amount argument (*)
• Size argument
• Duration argument (*)
• Get Distance functions (*)
• If control
21. Which of the following is not an example of the logic of an IF control structure?
• Play the video three times. (*)
• If the play button is pressed, then play the video one time.
• If the doorbell rings, then the door opens.
• If the bird rings the bell, a treat is dispensed.
22. The condition in a WHILE loop is a boolean expression. True or false?
True (*) False
23. What Alice tool can be used to diagram the If conditional execution statement?
• Cause and effect diagram
• Process flow diagram (*)
• Conditional flow diagram
24. The Alice If control structure requires the false statement to be populated. True or false? True False (*)
25. A conditional loop is a loop that will continue forever. True or false? True False (*)
26. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false? True (*) False
27. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false?
True (*) False
28. From the Greenfoot IDE, where are inherited methods located?
• In the computer network
• In the Greenfoot image gallery
• In the scene editor
29. What does the following Greenfoot programming statement do? turn(18);
• Turn the object 36 degrees.
• Turn the object 18 degrees. (*)
• Turn the object 18 steps forward.
• Move the object 18 steps forward.
30. In the Greenfoot IDE, which type of variable allows instances to store information?
• Method variable
• Instance variable (*)
• Class variable
• World variable
31. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? True (*) False
32.From your Greenfoot lessons, abstraction techniques can only be used once in a class's source code. True or false? True False (*)
33. From your Greenfoot lessons, what are the ways that you can view a class's methods?
• In the scenario
• In the class's documentation (*)
• By right-clicking on an instance (*)
• In the Greenfoot gallery
34. Use your Greenfoot knowledge: A specification of a method is called a __________________.
• Subclass
• Class
• Signature (*)
• Parameter
35. In Greenfoot, dot notation is used to call a _____________ from another class.
• Method (*)
• Class
• Signature
• Parameter
36. In Greenfoot, defined methods must be used immediately. True or false?
True False (*)
37. 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.
• Write the method in the source code.
38. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________.
• Class method
• Instance method
• Defined method (*)
• World method
• Code method
39. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or false? True (*) False
40. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances?
• Animal
• World (*)
• Actor
• Vector
41. From your Greenfoot lessons, when does an if-else statement execute it's second code segment?
• When a random number is less than 10.
• When an instance is created.
• After the first code segment is executed.
• If a condition is false. (*)
• If a condition is true.
42. From your Greenfoot lessons, which symbol represents string concatenation?
• Symbol &
• Symbol <
• Symbol =
• Symbol + (*)
43. How would the following sentence be written in Greenfoot source code? If 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") )
44. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false?
True (*) False
45. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized?
• addClass
• addWorld
• addObject (*)
• addInstance
46. In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false? True False (*)
47. In Greenfoot, a constructor has a void return type. True or false? True False (*)
48. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? True (*) False
49. In Greenfoot, what type of parameter does the keyDown method expect?
• String (*)
• Boolean
• Integer
• Method
50. In Greenfoot, which method checks if a key on the keyboard has been pressed?
• keyPress method
• keyUp method
• keyDown method (*)
• keyClick method
1. Read the following method signature. Using your Greenfoot experience, what does this method do?
public static int getRandomNumber (int limit) Mark for Review
(1) Points
Returns a random number for instances in the animal class only.
Returns a random coordinate position in the world.
Returns a random number between zero and the parameter limit. (*)
Returns a random number less than 10.
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
2. In Greenfoot, which of the following is the correct notation for calling a method for an instance of a class? Mark for Review
(1) Points
class-name.method-name(parameters);
Method-name.object-name(parameters);
object-name.method-name(parameters); (*)
Method-name.object-name;
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
3. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. From your Greenfoot lessons, when does an if-else statement execute it's second code segment? Mark for Review
(1) Points
When an instance is created.
If a condition is false. (*)
If a condition is true.
When a random number is less than 10.
After the first code segment is executed.
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. In a Greenfoot if-statement, the programming statements that the if-statement executes are written in curly brackets. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. In Greenfoot, only 10 methods can be written for each class in the Code editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
7. Using the Greenfoot IDE, only five instances can be added to a scenario. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
8. In the Greenfoot IDE, an instance's position is on the x and y coordinates. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Import an image
Select an image from the Greenfoot library
Draw an image
Add a video (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
10. An instance variable can be saved and accessed later, even if the instance no longer exists. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
11. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
12. In Greenfoot to create a new instance of a class, you right-click on the class, then select which of the following commands in the class menu? Mark for Review
(1) Points
Inspect Duke()
Set image...
new Duke() (*)
New subclass...
Remove Duke()
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
13. In Greenfoot, you must first create an instance before you create a class. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
14. 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] Correct
15. When designing a game in Greenfoot, it helps to define the actions that will take place in a textual storyboard. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. Using the Greenfoot IDE, when is a constructor automatically executed? Mark for Review
(1) Points
When a new image is added to the class.
When source code is written.
When the act method is executed.
When a new instance of the class is created. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
2. Which operator is used to test if values are equal? Mark for Review
(1) Points
!>
<
>
== (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
3. In Greenfoot, which method body correctly adds an instance of the World to a scenario, with size x = 300 y = 300 and a resolution of 2 pixels per cell? Mark for Review
(1) Points
Super(300,300,2);
super(2,300,300);
super(300,300,2); (*)
world(300, 300, 2);
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. In Greenfoot modifying an actors constructor to accept an initial speed is a form of abstraction? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. In Greenfoot you can only access the methods of the current class? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
7. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Actor
World
Greenfoot (*)
GreenfootImage
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
8. Which method is used to play sound in your Greenfoot game? Mark for Review
(1) Points
playSound method (*)
importSound method
findSound method
getSound method
[Correct] Correct
9. In Greenfoot, the sound file must be saved in the scenario and written in the source code for it to play. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. 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? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. From your Greenfoot lessons, how do you call a defined method? Mark for Review
(1) Points
Write the method in the instance.
Write the method in the documentation.
Call the method from the act method. (*)
Write the method in the Actor class.
Write the method in the World superclass.
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
12. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
hasCollided()
isCollision()
isTouching() (*)
isContact()
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
13. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
14. In Greenfoot, arrays are a way to hold and access multiple variables, and assign different values to new instances each time the while loop executes and produces a new instance. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
15. How would the following sentence be written in Greenfoot source code? If Bee is turning, and the keyboard key "d" is down... Mark for Review
(1) Points
if (!isTurning && Greenfoot.isKeyDown("d") )
if (&&isTurning ! Greenfoot.isKeyDown("d") )
if (isTurning && Greenfoot.isKeyDown("d") ) (*)
if (!Greenfoot.isKeyDown && isTurning("d") )
(1) Points
Keyboard
Scene Activation/Time
Mouse
Position/Orientation
Cursor (*)
2. In Alice, what tab would you choose to start a new animation with a pre-populated world? Mark for Review
(1) Points
Blank Slate
Starters (*)
Recent
My Projects
3. In Alice, you can access the Java on the side option through which menu option? Mark for Review
(1) Points
Window (*)
Project
Run
Edit
4. From your Alice lessons, variables are fixed and cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
5. You have a Class representing Cat. A 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 subprogram
A submethod
A subclass
A variable class
An instance (*)
Section 2
(Answer all questions in this section)
6. Which of the following statements about methods is false? Mark for 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.
7. In Alice, the use of conditional control structures allows what two types of loops? Mark for Review
(1) Points
(Choose all correct answers)
conditional (*)
together
infinite
switch
8. From your Alice lessons, where on an object do an object's axes intersect? Mark for Review
(1) Points
At the object's head
At the object's bottom
At the object's chest
At the object's center point (*)
9. Which of the following are examples of elements you would test in your Alice animation? Mark for Review
(1) Points
(Choose all correct answers)
Math expressions calculate as expected. (*)
All of the procedures display in alphabetical order in the Procedures tab.
Event listeners trigger the correct responses. (*)
Objects move with smooth timing. (*)
10. What type of Alice listener object is required to target a mouse-click on any object in the scene, allowing the user to drag that object around the scene when the animation is running? Mark for Review
(1) Points
addMouseListener procedure
addListener procedure
addDefaultManipulation procedure
addDefaultModelManipulation procedure (*)
Section 2
(Answer all questions in this section)
11. In Alice, which of the following arguments could be replaced with a random number? Mark for Review
(1) Points
(Choose all correct answers)
Direction
Duration (*)
Distance (*)
Object name
Procedure name
12. Alice uses built-in math operators. They are: Mark for Review
(1) Points
Add
Subtract
Multiply
Divide
All of the above (*)
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 backward {this.Butterfly getDistanceTo this.Tree * 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
14. In Alice, which function is used to move an object directly to the center point of another object? Mark for Review
(1) Points
getDuration
getDistance (*)
getDepth
getObject
15. When you disable a programming instruction, it is still executed when you run the Alice animation. True or false? Mark for Review
(1) Points
True
False (*)
Section 2
(Answer all questions in this section)
16. 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
17. 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
18. In Alice, a walking motion for a bipedal object can be achieved without the Do Together control statement. True or false? Mark for Review
(1) Points
True
False (*)
19. In Alice, what are the forms of a scenario? Mark for Review
(1) Points
(Choose all correct answers)
A task to perform. (*)
A person to help.
A problem to solve. (*)
A section of code to write.
A system to start.
20. In Alice, when a new procedure is declared, all subclasses of the superclass will inherit the procedure. True or false? Mark for Review
(1) Points
True (*)
False
Section 2
(Answer all questions in this section)
21. Procedural abstraction may need to be implemented if an object in Alice needs to perform an action, but there isn't an inherited procedure that accomplishes that action. True or false? Mark for Review
(1) Points
True (*)
False
22. The list below describes variables. All are correct except which one? Mark for Review
(1) Points
Has a type associated with it.
Has a unique name.
A place in memory where data of a specific type can be stored for later retrieval and use.
Arranged in rows and columns. (*)
23. The list below displays valid primitive types in Java, except which one? Mark for Review
(1) Points
String (*)
int
double
long
boolean
24. Alice 3 will periodically remind you to save your project. True or false? Mark for Review
(1) Points
True
False (*)
Section 3
(Answer all questions in this section)
25. In Greenfoot, which of the following methods return the world that the instance lives in? Mark for Review
(1) Points
World getWorld() (*)
World getClass()
getXY()
getRotation()
Section 3
(Answer all questions in this section)
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 (*)
27. In Greenfoot you can only access the methods of the current class? Mark for Review
(1) Points
True
False (*)
28. In the Greenfoot IDE, what does the AND operator (&&) do? Mark for Review
(1) Points
Compares two boolean values, and returns a boolean value which is true if and only if one of its operands are true.
Compares two boolean values, and returns a boolean value which is true if and only if both of its operands are true. (*)
Compares two boolean values and returns a boolean value which is true if either one of the operands is true.
Compares two boolean variables or expressions and returns a result that is true if either of its operands are true.
29. In Greenfoot, which of the following statements could prevent an infinite loop from occurring? Mark for Review
(1) Points
I = 100 + i
i = i + 1 (*)
i = i
i=1
30. In Greenfoot, a local variable is declared at the beginning of a class. True or false? Mark for Review
(1) Points
True
False (*)
Section 3
(Answer all questions in this section)
31. In Greenfoot, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
Method (*)
Integers
Objects
Class name
World name
32. 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
Programmer
Target (*)
Primary
33. In object oriented programming, programmers analyze a problem and create objects to solve the problem. True or false? Mark for Review
(1) Points
True (*)
False
34. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
isCollision()
hasCollided()
isContact()
isTouching() (*)
35. 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? Mark for Review
(1) Points
True (*)
False
Section 3
(Answer all questions in this section)
36. What type of parameter does the Greenfoot playSound method expect? Mark for Review
(1) Points
name of a keyboard key (as String)
name of a sound file (as String) (*)
name of the class (as String)
name of an integer (as int)
37. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
38. Which of the following answers have the correct syntax for declaring a class variable in Greenfoot? Mark for Review
(1) Points
(Choose all correct answers)
public variable-name variable type;
public variable-type variable-name; (*)
private variable-name, variable-type;
private variable-type variable-name; (*)
39. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized? Mark for Review
(1) Points
addObject (*)
addClass
addWorld
addInstance
40. Constructors are called automatically when a new intance of a class is created? True or false? Mark for Review
(1) Points
True (*)
False
41. In Greenfoot, the instance has a source code editor. True or false? Mark for Review
(1) Points
True
False (*)
42. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review
(1) Points
Integer of steps to move forward (*)
Degrees to turn
String statement
True or false response
43. Using the Greenfoot IDE, only five instances can be added to a scenario. True or false? Mark for Review
(1) Points
True
False (*)
44. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Curly brackets { } (*)
Square brackets [ ]
Asterisks **
Parnetheses ( )
45. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
Section 3
(Answer all questions in this section)
46. In Greenfoot, the Run button repeatedly executes all of the programming statements in the class's act method in sequential order until the pause button is clicked. True or false? Mark for Review
(1) Points
True (*)
False
47. 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
48. In Greenfoot, the origin of the world coordinate system (0,0) starts in the center of the world. True or false? Mark for Review
(1) Points
True
False (*)
49. The first step to executing an if-else statement is to:____________. Mark for Review
(1) Points
Execute the else statement
Evaluate the class
Execute the if statement
Evaluate the condition (*)
50. An if-else statement executes its first code block if a condition is true, and its second code block if a condition is false, but not both. True or false? Mark for Review
(1) Points
True (*)
False
1. Alice provides pre-populated worlds through which new menu tab?
• Starters (*)
• Blank Slates
• File System - saved Alice projects can be opened and edited
• Recent
2. In Alice, which of the following programming statements moves the alien backward the distance to the asteroid, minus 2 meters?
• this.Alien move backward {this.Alien getDistanceTo this.Asteroid -2} (*)
• this.Alien move backward {this.Alien getDistanceTo this.Asteroid * 2}
• this.Asteroid move backward {this.Alien getDistanceTo this.Asteorid / 2}
• this.Alien move forward {this.Asteroid getDistanceTo this.Alien / 2}
3. What is the first step to entering comments in an Alice program?
• Type comments that describe the sequence of actions in the code segment.
• Drag and drop the comments tile above a code segment. (*)
• Drag and drop the comments tile below a code segment.
• Select the instance from the instance menu.
4. Which of the following are examples of elements you would test in your Alice animation?
• 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. (*)
• Comments were added below each sequence of instructions in the code.
5. You want an event to happen when an object collides with another object, which category of event handler would you choose?
• Mouse
• Keyboard
• Scene Activation/time
• Position/Orientation (*)
6. Main is an example of what in the following code?
public static void main (String[] args) {
System.out.println{"Hello World!");
}
• A method (*)
• A class
• A variable
7. Which of the following does not describe methods?
• A subprogram that acts on data and often returns a value.
• A set of code that is referred to by name.
• Can be called at any point in a program simply by utilizing its name.
• Is associated with an instance variable. (*)
8. Which of the following is not an Alice variable value type?
• Color
• Decimal Number
• Whole Number
• Function (*)
9. In Java code the { } brackets are used to represent what statements?
• for
• end (*)
• while
• begin (*)
10. In Alice, if only objects that walk on four legs need to use a procedure, in which superclass would the procedure be declared? When a new procedure is declared, all subclasses of the superclass will inherit the procedure.
• Quadruped (*)
• Biped
• Swimmer
• Prop
11. In Alice, which of the following is not a control statement?
• Do In Order
• While
• Count
• Move (*)
• Do Together
12. If a value has been assigned to (is stored in) a variable, that value will be overwritten when another value is assigned to the variable using the assignment "=" operator. - True
13. Which of the following is an incorrectly written programming statement?
• move(): (*)
• move(2);
• turn(25);
1. Which of the following is not a step in the Alice animation development process? Mark for Review
(1) Points
Sell the animation (*)
Define the scenario
Run the animation
Design a storyboard
Program the animation
Correct
2. 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
3. From your Alice lessons, the If control structure can process one true and one false response. True or false? Mark for Review
(1) Points
True (*)
False
Correct
4. In Alice, we use the While control statement to implement the conditional loop. True or false? Mark for Review
(1) Points
True (*)
False
Correct
5. A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false? Mark for Review
(1) Points
True (*)
False
Section 2
6. In Alice, procedural abstraction is the concept of making code easier to understand and reuse. True or false? Mark for Review
(1) Points
True (*)
False
Correct
7. In Alice, if a procedure is declared for MyClownFish, which classes can use the procedure? Mark for Review
(1) Points
MyClownFish class and MySwimmer class
MyClownFish class (*)
MyPajamaFish class, MyClownFish class, and MySwimmer class
Any class with "Fish" in the class name
Incorrect. Refer to Section 2 Lesson 4.
8. 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 4.
9. In Alice, which of the following instructions move the Blue Tang fish forward 2 meters? Mark for Review
(1) Points
this.blueTang move Forward 0.2
this.blueTang move Forward 2
this.blueTang move Backward 2
this.blueTang move Forward 2.0 (*)
Correct
10. From your Alice lessons, the Do In Order control statement is also referred to by what other name? Mark for Review
(1) Points
Sequence control
Sequential control (*)
Control order
Order control
Incorrect. Refer to Section 2 Lesson 3.
Section 2
11. In Alice, which of the following procedures play a sound? Mark for Review
(1) Points
playSound
playAudio (*)
playSoundFile
playFile
Incorrect. Refer to Section 2 Lesson 3.
12. From your Alice lessons, the "Checklist for Animation Completion" does not ask questions about the scenario and storyboards, because these are not valid parts of the animation creation process. True or false? Mark for Review
(1) Points
True
False (*)
Correct
13. From your Alice lessons, when coding for keyboard control, the programmer's job is to consider at least 70% of every key stroke the user could take. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 8.
14. From your Alice lessons, you can run the animation to test that it works properly. True or false? Mark for Review
(1) Points
True (*)
False
Incorrect. Refer to Section 2 Lesson 8.
15. Expressions with relational operators produce true and false values. True or false?
Mark for Review
(1) Points
True (*)
False
Correct
16. Which of the following does not describe variables? Mark for Review
(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. (*)
Correct
17. From your Alice lessons, a Do Together statement embedded with two move statements is an example of what? Mark for Review
(1) Points
Harmony
Compilation
Forward thinking
Nesting (*)
Incorrect. Refer to Section 2 Lesson 5.
18. In Alice, once procedures are added to a control statement, they cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 5.
19. Do In Order and Do Together are the only control statements available in Alice. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 5.
20. From your Alice lessons, built-in functions provide precise property details 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
21. Which of the following is not an example of the logic of an IF control structure? Mark for Review
(1) Points
Play the video three times. (*)
If the play button is pressed, then play the video one time.
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
Correct
22. Which of the following statements about methods is false? Mark for 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.
Incorrect. Refer to Section 2 Lesson 10.
23. From your Alice lessons, how do you add an instance to a scene in Alice? Mark for Review
(1) Points
Select the instance from your computer's network.
Write code that places the instance in the scene.
Select the class, then drag the object into the scene. (*)
Call the addObject method.
Correct
24. All objects in Alice have three dimensional coordinates on which axes? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
y (*)
z (*)
w
All of the above
Incorrect. Refer to Section 2 Lesson 2.
25. 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
26. Which of the following Java syntax is used to correctly create a Duke subclass? Mark for Review
(1) Points
private Dog extends World
public class Dog extends World
public class Duke extends Animal (*)
private class extends Actor
private class extends Duke
Correct
27. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
Correct
28. From your Greenfoot lessons, source code is written in the code editor. True or false? Mark for Review
(1) Points
True (*)
False
Correct
29. In Greenfoot, a variable can be saved and accessed later, even if the instance no longer exists. True or false? Mark for Review
(1) Points
True
False (*)
Correct
30. What does the following Greenfoot programming statement do?
turn(18); Mark for Review
(1) Points
Turn the object 36 degrees.
Turn the object 18 degrees. (*)
Turn the object 18 steps forward.
Move the object 18 steps forward.
Correct
Section 3
31. In the Greenfoot IDE, which of the following are components of a parameter? Mark for Review
(1) Points
(Choose all correct answers)
Parameter type (*)
Parameter return
Parameter name (*)
Parameter method
Parameter void
Incorrect. Refer to Section 3 Lesson 2.
32. 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
33. From your Greenfoot lessons, which of the following are examples of abstraction? Mark for Review
(1) Points
(Choose all correct answers)
Playing a range of sounds when keyboard keys are pressed. (*)
A single instance displays a single image.
Assigning a different keyboard key to each instance. (*)
Programming a single movement for a single instance.
Assigning a different image file to each instance. (*)
Incorrect. Refer to Section 3 Lesson 9.
34. Greenfoot does not have tools to record sound. True or false? Mark for Review
(1) Points
True
False (*)
Correct
35. What type of parameter does the Greenfoot playSound method expect? Mark for Review
(1) Points
name of a sound file (as String) (*)
name of an integer (as int)
name of a keyboard key (as String)
name of the class (as String)
Incorrect. Refer to Section 3 Lesson 7.
Section 3
36. From your Greenfoot lessons, which line of code is missing something?
Mark for Review
(1) Points
1
3 (*)
4
5
6
Incorrect. Refer to Section 3 Lesson 12.
37. From your Greenfoot lessons, which of the following is an example of changing test data 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. Refer to Section 3 Lesson 12.
38. 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
39. 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. Refer to Section 3 Lesson 5.
40. From your Greenfoot lessons, classes can only use the methods they have inherited. They cannot use methods from other classes. True or false? Mark for Review
(1) Points
True
False (*)
Correct
Section 3
41. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? Mark for Review
(1) Points
True (*)
False
Correct
42. Use your Greenfoot knowledge: An array object holds a single variable. True or false? Mark for Review
(1) Points
True
False (*)
Correct
43. In Greenfoot, a local variable is declared at the beginning of a class. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 10.
44. From your Greenfoot lessons, which of the following logic operators represents "and"? Mark for Review
(1) Points
&
&& (*)
=
!
Correct
45. 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
Correct
Section 3
46. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The act method (*)
The actor class
The gallery
Correct
47. 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? Mark for Review
(1) Points
True (*)
False
Correct
48. We can use the Actor constructor to automatically create Actor instances when the Greenfoot world is initialized. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 8.
49. 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. (*)
Correct
50. 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? Mark for Review
(1) Points
True
False (*)
Correct
. In Alice, we can avoid object collision using what?
• Slowing movements down.
• Using math operators. (*)
• Downloading the Alice3 collision detector app.
• Using object detection.
2. From your Alice lessons, which of the following are examples of scenarios?
• Conflict and resolution in a play
• Process to simulate
• Process to demonstrate
• Game to play
• All of the above (*)
3. In Alice, which of the following is the most likely situation where procedural abstraction could be used?
• 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.
• One person moves up 10 meters.
4. In Alice, objects inherit the characteristics of their:
• Code
• Project
• Class (*)
• Program
5. In Alice, inheritance means that the superclass inherits its traits from the subclass. True or false? True False (*)
6. In Alice, which function is used to move an object directly to the center point of another object?
• getObject
• getDuration
• getDepth
• getDistance (*)
7. Do In Order and Do Together are the only control statements available in Alice. True or false? True False (*)
8. In Alice, once procedures are added to a control statement, they cannot be changed. True or false? True False (*)
9. Which of the following are examples of comments written in an Alice program?
• this.dog move forward 2
• this.cat turn left 0.5
• Boy runs to the girl. (*)
• Cat jumps into the tree and meows for help. (*)
10. In the Alice scene editor, where are the procedures located to precisely position an object?
• Right click on the object, then select Procedures. (*)
• Right click on the object, then select Remove.
• In the gallery of classes.
• In the package located in the gallery.
11. Besides invoking a procedure, another way to precisely position an Alice object is to enter values in the x, y, and z coordinates in the Position property. True or false?
True (*) False
12. Alice objects move relative to the orientation of the person viewing the animation. True or false? True False (*)
13. The value that a variable holds must be a whole number, not a decimal. True or false?
True False (*)
14. Define the value of the variable NumSpins based on the following math calculation:
NumSpins / 3 = 8
• 12 24 (*) 8 NumSpins
15. From your Alice lessons, the "Checklist for Animation Completion" does not ask questions about the scenario and storyboards, because these are not valid parts of the animation creation process. True or false? True False (*)
6. From your Alice lessons, which control statement executes instructions simultaneously?
• Do in order
• Count
• Variable
• Do together (*)
17. In Alice, which of the following instructions roll the Blue Tang fish left 1 meter?
• this.blueTang roll Left 1.0 (*)
• this.blueTang Left 1.0
• this.blueTang Left 1
• this.blueTang roll Left 1
18. How do you copy an Alice procedure?
• Drag the procedure into the clipboard, then click CTRL + C.
• Hold down the control (CTRL) key, then drag the procedure into the clipboard. (*)
• Drag the procedure into the clipboard.
• Select Copy in the Run menu.
19. Expressions with relational operators produce true and false values. True or false? True (*) False
20. In Alice, where are arithmetic operators available?
• Amount argument (*)
• Size argument
• Duration argument (*)
• Get Distance functions (*)
• If control
21. Which of the following is not an example of the logic of an IF control structure?
• Play the video three times. (*)
• If the play button is pressed, then play the video one time.
• If the doorbell rings, then the door opens.
• If the bird rings the bell, a treat is dispensed.
22. The condition in a WHILE loop is a boolean expression. True or false?
True (*) False
23. What Alice tool can be used to diagram the If conditional execution statement?
• Cause and effect diagram
• Process flow diagram (*)
• Conditional flow diagram
24. The Alice If control structure requires the false statement to be populated. True or false? True False (*)
25. A conditional loop is a loop that will continue forever. True or false? True False (*)
26. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false? True (*) False
27. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false?
True (*) False
28. From the Greenfoot IDE, where are inherited methods located?
• In the computer network
• In the Greenfoot image gallery
• In the scene editor
29. What does the following Greenfoot programming statement do? turn(18);
• Turn the object 36 degrees.
• Turn the object 18 degrees. (*)
• Turn the object 18 steps forward.
• Move the object 18 steps forward.
30. In the Greenfoot IDE, which type of variable allows instances to store information?
• Method variable
• Instance variable (*)
• Class variable
• World variable
31. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? True (*) False
32.From your Greenfoot lessons, abstraction techniques can only be used once in a class's source code. True or false? True False (*)
33. From your Greenfoot lessons, what are the ways that you can view a class's methods?
• In the scenario
• In the class's documentation (*)
• By right-clicking on an instance (*)
• In the Greenfoot gallery
34. Use your Greenfoot knowledge: A specification of a method is called a __________________.
• Subclass
• Class
• Signature (*)
• Parameter
35. In Greenfoot, dot notation is used to call a _____________ from another class.
• Method (*)
• Class
• Signature
• Parameter
36. In Greenfoot, defined methods must be used immediately. True or false?
True False (*)
37. 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.
• Write the method in the source code.
38. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________.
• Class method
• Instance method
• Defined method (*)
• World method
• Code method
39. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or false? True (*) False
40. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances?
• Animal
• World (*)
• Actor
• Vector
41. From your Greenfoot lessons, when does an if-else statement execute it's second code segment?
• When a random number is less than 10.
• When an instance is created.
• After the first code segment is executed.
• If a condition is false. (*)
• If a condition is true.
42. From your Greenfoot lessons, which symbol represents string concatenation?
• Symbol &
• Symbol <
• Symbol =
• Symbol + (*)
43. How would the following sentence be written in Greenfoot source code? If 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") )
44. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false?
True (*) False
45. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized?
• addClass
• addWorld
• addObject (*)
• addInstance
46. In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false? True False (*)
47. In Greenfoot, a constructor has a void return type. True or false? True False (*)
48. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? True (*) False
49. In Greenfoot, what type of parameter does the keyDown method expect?
• String (*)
• Boolean
• Integer
• Method
50. In Greenfoot, which method checks if a key on the keyboard has been pressed?
• keyPress method
• keyUp method
• keyDown method (*)
• keyClick method
1. Read the following method signature. Using your Greenfoot experience, what does this method do?
public static int getRandomNumber (int limit) Mark for Review
(1) Points
Returns a random number for instances in the animal class only.
Returns a random coordinate position in the world.
Returns a random number between zero and the parameter limit. (*)
Returns a random number less than 10.
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
2. In Greenfoot, which of the following is the correct notation for calling a method for an instance of a class? Mark for Review
(1) Points
class-name.method-name(parameters);
Method-name.object-name(parameters);
object-name.method-name(parameters); (*)
Method-name.object-name;
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
3. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. From your Greenfoot lessons, when does an if-else statement execute it's second code segment? Mark for Review
(1) Points
When an instance is created.
If a condition is false. (*)
If a condition is true.
When a random number is less than 10.
After the first code segment is executed.
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. In a Greenfoot if-statement, the programming statements that the if-statement executes are written in curly brackets. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. In Greenfoot, only 10 methods can be written for each class in the Code editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
7. Using the Greenfoot IDE, only five instances can be added to a scenario. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
8. In the Greenfoot IDE, an instance's position is on the x and y coordinates. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Import an image
Select an image from the Greenfoot library
Draw an image
Add a video (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
10. An instance variable can be saved and accessed later, even if the instance no longer exists. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
11. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
12. In Greenfoot to create a new instance of a class, you right-click on the class, then select which of the following commands in the class menu? Mark for Review
(1) Points
Inspect Duke()
Set image...
new Duke() (*)
New subclass...
Remove Duke()
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
13. In Greenfoot, you must first create an instance before you create a class. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
14. 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] Correct
15. When designing a game in Greenfoot, it helps to define the actions that will take place in a textual storyboard. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. Using the Greenfoot IDE, when is a constructor automatically executed? Mark for Review
(1) Points
When a new image is added to the class.
When source code is written.
When the act method is executed.
When a new instance of the class is created. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
2. Which operator is used to test if values are equal? Mark for Review
(1) Points
!>
<
>
== (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
3. In Greenfoot, which method body correctly adds an instance of the World to a scenario, with size x = 300 y = 300 and a resolution of 2 pixels per cell? Mark for Review
(1) Points
Super(300,300,2);
super(2,300,300);
super(300,300,2); (*)
world(300, 300, 2);
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. In Greenfoot modifying an actors constructor to accept an initial speed is a form of abstraction? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. In Greenfoot you can only access the methods of the current class? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
7. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Actor
World
Greenfoot (*)
GreenfootImage
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
8. Which method is used to play sound in your Greenfoot game? Mark for Review
(1) Points
playSound method (*)
importSound method
findSound method
getSound method
[Correct] Correct
9. In Greenfoot, the sound file must be saved in the scenario and written in the source code for it to play. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. 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? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. From your Greenfoot lessons, how do you call a defined method? Mark for Review
(1) Points
Write the method in the instance.
Write the method in the documentation.
Call the method from the act method. (*)
Write the method in the Actor class.
Write the method in the World superclass.
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
12. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
hasCollided()
isCollision()
isTouching() (*)
isContact()
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
13. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
14. In Greenfoot, arrays are a way to hold and access multiple variables, and assign different values to new instances each time the while loop executes and produces a new instance. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
15. How would the following sentence be written in Greenfoot source code? If Bee is turning, and the keyboard key "d" is down... Mark for Review
(1) Points
if (!isTurning && Greenfoot.isKeyDown("d") )
if (&&isTurning ! Greenfoot.isKeyDown("d") )
if (isTurning && Greenfoot.isKeyDown("d") ) (*)
if (!Greenfoot.isKeyDown && isTurning("d") )
12 komentar
In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false? TRUE
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