1. The Alice If control structure requires the false statement to be populated. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 8.
2. A conditional loop is a loop that will continue forever. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 8.
3. Identify an example of an Alice expression. Mark for Review
(1) Points
"Hello World."
IF or WHILE
12 + 15 = 27 (*)
None of the above
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
4. In Alice, which of the following programming statements moves the cat forward the distance to the bird? Mark for Review
(1) Points
this.Cat move {this.Bird getDistanceTo this.Cat / 2}
this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move forward {this.Cat getDistanceTo this.Bird} (*)
this.Bird move forward {this.Bird getDistanceTo this.Cat}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
5. 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 or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. What is the result of the following code?
Mark for Review
(1) Points
x > y : 0
x < y : 1
x > y : false
x < y : true
x > y : x > y
x < y : x < y
x > y : 1
x < y : 0
x > y : true
x < y : false (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
7. From your Alice lessons, variables are fixed and cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
8. Which of the following programming instructions commands the fish to continuously move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark? Mark for Review
(1) Points
(*)Decimal = fishSpeed <- nextRandonm 0.5,1.0
while not blueTang is Colliding shark is true
bluTang move foward, fishspeed 0,25
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
9. From your Alice lessons, animations should be tested by the programmer before they are considered complete. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. In which Alice class is the addDefaultModelManipulation procedure located? Mark for Review
(1) Points
myFirstMethod class
Object class
Quadruped class
Scene class (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
11. When presenting your Alice animation, it is not important to give the audience a reason to listen to the presentation. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
12. What do lines 7, 10 and 13 do in the following code?
Mark for Review
(1) Points
Export files called A, B, and num3.
Create a single file containing A, B, and the value of num3.
Print "A", "B" and the value of num3 on the screen. (*)
None of the above.
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
13. If you want one message to display if a user is below the age of 18 and a different message to display if the user is 18 or older, what type of construct would you use? Mark for Review
(1) Points
if (*)
for all loop
do loop
while loop
[Correct] Correct
14. You want an event to happen when an object collides with another object, which category of event handler would you choose? Mark for Review
(1) Points
Mouse
Keyboard
Position/Orientation (*)
Scene Activation/time
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
15. Which one of the following event listener types is not available at the top-level of the addEvent drop down list in Alice? Mark for Review
(1) Points
Mouse
Keyboard
Position/Orientation
Collision (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
1. From your Greenfoot lessons, if the condition in an if-statement is true, the first code segment is executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. In Greenfoot, a method with what kind of return type is used to learn more about an object's orientation? Mark for Review
(1) Points
object return type
method return type
non-void return type (*)
void return type
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
3. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Asterisks **
Square brackets [ ]
Parnetheses ( )
Curly brackets { } (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
4. A variable is also known as a ____________. Mark for Review
(1) Points
Method
Field (*)
Instance
Class
Syntax
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
5. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Draw an image
Import an image
Select an image from the Greenfoot library
Add a video (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
7. In Greenfoot, what happens to an instance when the Act button is clicked in the environment? Mark for Review
(1) Points
Only one instance moves until the pause button is clicked.
The instance executes all of the programming statements in their class's act method repeatedly until the scenario is stopped.
The class executes all of the programming statements in their instance's act method two times until the scenario is stopped.
The instance executes all of the programming statements in their class's act method once. (*)
The instance executes all of the programming statements in their class's act method two times until the scenario is stopped.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
8. 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
9. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points
(Choose all correct answers)
Act (*)
Move
Run (*)
Speed (*)
Turn
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
10. What does an instance of the World class do? Mark for Review
(1) Points
Provide the source code for instances.
Provide the background scenery for the scenario. (*)
Provide the acting objects for the scenario.
Provide the superclass for acting objects.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
11. From your Greenfoot lessons, how do you know the program does not contain syntax errors? Mark for Review
(1) Points
Write the code.
Review the documentation.
Inspect the instances.
Compile the code. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
12. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
13. 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
[Correct] Correct
14. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
15. The Greenfoot method getRandomNumber is used to create predictable behaviour in your scenario Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
1. What type of parameter does the keyDown method expect? Mark for Review
(1) Points
The name of the class that will use the key.
The name of the key to press on the keyboard. (*)
The password that will protect the class.
The name of the sound file to play when the key is pressed.
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
2. In Greenfoot, which class has methods that allow you to get the status of the mouse? Mark for Review
(1) Points
Actor
World
Scenario
Greenfoot (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
3. You cannot record unique sounds in Greenfoot. You can only use the sounds that are stored in the Greenfoot library. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
4. In the Greenfoot IDE, any new methods you create are written in the class's source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
isTouching() (*)
isContact()
hasCollided()
isCollision()
[Correct] Correct
6. A collision in Greenfoot is when two actors make contact? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. 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)
private variable-type variable-name; (*)
public variable-type variable-name; (*)
public variable-name variable type;
private variable-name, variable-type;
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
8. Which operator is used to test if values are equal? Mark for Review
(1) Points
== (*)
<
>
!>
[Correct] Correct
9. In Greenfoot, constructors can be used to create new instances of objects. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. Writing more generic statements to handle the creation and positioning of many objects is one Abstraction technique? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. In Java what is casting? Mark for Review
(1) Points
When you remove an object instance.
Casting is not possible in Java.
When you reset an object instance.
When you take an Object of one particular type and turn it into another Object type. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
12. 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
13. In Greenfoot, which of the following statements could prevent an infinite loop from occurring? Mark for Review
(1) Points
i = i
i = 100 + i
i=1
i = i + 1 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
14. Which of the following Greenfoot logic operators represents "not"? Mark for Review
(1) Points
&
! (*)
&&
=
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
15. From your Greenfoot lessons, when do infinite loops occur? Mark for Review
(1) Points
Only in while loops.
When the loop is executed.
When the end to the code isn't established. (*)
When the end to the act method isn't established.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
1. Defining the scenario, and the Alice animation to represent the scenario, is the first step to programming your animation. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. In Alice, if a procedure is declared for a clownFish class, which classes can use the procedure? Mark for Review
(1) Points
Any class with "Fish" in the class name
The clownFish class and Swimmer class
ClownFish class (*)
The pajamaFish class, clownFish class, and Swimmer class
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
3. 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
[Correct] Correct
4. In an Alice program, which code is executed when the Run button is clicked? Mark for Review
(1) Points
The one-shot procedures selected in the Scene editor.
The code entered in myFirstMethod in the Code editor. (*)
The code entered in myMethod in the Code editor.
The code entered in the class's procedure in the procedures tab.
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
5. The say procedure in Alice plays an audio file. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
6. The Alice move procedure contains which arguments? Mark for Review
(1) Points
(Choose all correct answers)
Object
Direction (*)
Text
Amount (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
7. Which Alice control statement executes a set of procedures simultaneously? Mark for Review
(1) Points
While
Together
Do together (*)
Do in order
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
8. Which of the following is an example of nesting in an Alice program? Mark for Review
(1) Points
Text is nested inside of a comments tile.
Five Do Together statements are nested inside of a Do In Order statement. (*)
A move procedure is nested inside of a turn procedure.
Distance, duration, and direction arguments are nested inside of a procedure.
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
9. Which handle style would be used to rotate an object's sub-part about the x, y, and z axes? Mark for Review
(1) Points
Default
Rotation (*)
Resize
Translation
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
10. Rings will appear around a sub-part indicating how you can reposition it. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. How do you view the results of procedures entered in the Alice code editor? Mark for Review
(1) Points
View the procedures in the gallery.
Save the scene.
Select the Run button. (*)
Select the Play button.
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
12. 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 (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
13. In Alice, when two objects are synchronized and move together, this means that one object is: Mark for Review
(1) Points
A vehicle of another (*)
An instance of another
A class of another
An object of another
[Correct] Correct
14. In Alice, when using the getDistanceTo function what menu option would you use to subtract a set value from the distance? Mark for Review
(1) Points
Random
Math (*)
Whole to decimal number
Custom DecimalNumber
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
15. From your Alice lessons, built-in functions provide precise property details for the following areas: Mark for Review
(1) Points
Proximity and size.
Proximity and point of view.
Proximity, size, spatial relation, and point of view. (*)
Distance to and nesting.
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
1. 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
2. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Asterisks **
Parnetheses ( )
Square brackets [ ]
Curly brackets { } (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
3. In Greenfoot, the instance has a source code editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
4. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. In Greenfoot, which of the following methods display an object's orientation? Mark for Review
(1) Points
(Choose all correct answers)
int getRotation() (*)
void move()
void turn()
int getX() (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
6. From your Greenfoot lessons, where do you review a class's inherited methods? Mark for Review
(1) Points
Act method
Inspector
If-statement
Documentation (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
7. From your Greenfoot lessons, which of the following is not a step to creating a new subclass? Mark for Review
(1) Points
Click New subclass...
Name the class.
Program the class to move forward. (*)
Right-click on a superclass.
Select an image for the class.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
8. An object is an instance of a class. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review
(1) Points
A dog is a subclass of the cat superclass.
A computer is a subclass of a video game superclass.
A rose is a subclass of the flower superclass. (*)
A single person is a superclass of the human subclass.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
10. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"is-by"
"for-what"
"a-is"
"is-a" (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
11. From your Greenfoot lessons, Which of the following statements is most correct? Mark for Review
(1) Points
My program is complete when I add images to it.
My program is complete when I add music to it.
My program is complete when it runs and I've tested the code. (*)
My program is complete when it compiles.
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
12. In Greenfoot, which keyword calls the World superclass? Mark for Review
(1) Points
constructor
addObject
super (*)
new
world
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
13. From your Greenfoot lessons, which axes define an object's position in a world? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
w
y (*)
z
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
14. Which keyword indicates that Greenfoot needs to create a new object? Mark for Review
(1) Points
newClass
newObject
addObject
new (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
15. The Greenfoot method getRandomNumber is used to create predictable behaviour in your scenario Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
1. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________. Mark for Review
(1) Points
Code method
Defined method (*)
World method
Class method
Instance method
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
2. In Greenfoot, defined methods must be used immediately. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
3. Which actor method is used to detect a simple collision? Mark for Review
(1) Points
isTouching() (*)
hasCollided()
isInContactWith()
hasTouched()
isCollision()
[Correct] Correct
4. In Greenfoot, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
World name
Objects
Class name
Method (*)
Integers
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
5. Which of the following is an example of string concatenation? Mark for Review
(1) Points
Instead of entering ".png" after each image file name, add && ".png" after the imageName value in the programming statement.
Instead of entering ".png" after each image file name, add + ".png" after the imageName value in the programming statement. (*)
Instead of entering ".png" after each image file name, add ".png" after the imageName value in the programming statement.
Instead of entering ".png" after each image file name, add = ".png" after the imageName value in the programming statement.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
6. In Greenfoot, string concatenation reduces the number of redundant characters or phrases you need to type into each array. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. In Greenfoot what command would you use to detect if a mouse has been clicked on an actor? Mark for Review
(1) Points
Greenfoot.mouseClicked(this) (*)
Greenfoot.pressed(this)
Actor.clicked(this)
Greenfoot.clicked(this)
[Correct] Correct
8. You cannot record unique sounds in Greenfoot. You can only use the sounds that are stored in the Greenfoot library. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
9. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. In Greenfoot, actor constructors can be used to create images or values and assign them to the variables. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. What does the following programming statement mean?
image1 = new GreenfootImage("duke12.png"); Mark for Review
(1) Points
The variable, image1, cannot use the image file, duke12.png.
The image file, duke12.png, has just been drawn and imported into the scenario.
The image file, duke12.png, is assigned to the variable image1. (*)
Image files from 1-119 are associated with image1.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
12. Using Greenfoot, how do we change the size and resolution of the World instance? Mark for Review
(1) Points
Edit the methods in the class.
Delete the instance.
Edit the values in the class's act method.
Edit the values in the constructor. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
13. In Greenfoot, you will never have to cast as we only ever use 2 classes - World and Actor. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
14. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
15. 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.
1. In Greenfoot, which of the following methods display an object's orientation? Mark for Review
(1) Points
(Choose all correct answers)
void move()
int getRotation() (*)
int getX() (*)
void turn()
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
2. 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.
3. The list below displays characteristics of a Greenfoot world constructor, except for one. Which one should be removed? Mark for Review
(1) Points
Has the same name as the name of the class.
Executed automatically when a new instance of the class is created.
Defines the instance's size and resolution.
Has no return type.
Has a void return type. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
4. From your Greenfoot lessons, which of the following comparison operators represents "greater than"? Mark for Review
(1) Points
<
= =
> (*)
! =
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. Which of the following comparison symbols represents equals? Mark for Review
(1) Points
= = (*)
! =
<
>
[Correct] Correct
6. In Greenfoot, you can use comparison operators to compare a variable to a random number. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. In Greenfoot, the turn method expects what type of information in its parameters? Mark for Review
(1) Points
Integer of steps to move forward
Degrees to turn (*)
Parameter void
String statement
True or false response
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
8. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Parnetheses ( )
Square brackets [ ]
Curly brackets { } (*)
Asterisks **
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
9. 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
True or false response
String statement
[Correct] Correct
10. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Add a video (*)
Import an image
Draw an image
Select an image from the Greenfoot library
[Correct] Correct
11. 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
12. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"a-is"
"is-by"
"is-a" (*)
"for-what"
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
13. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. 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. In Greenfoot, after a subclass is created, what has to occur before instances can be added to the scenario? Mark for Review
(1) Points
Creation of an instance
Editing of source code
Compilation (*)
Creation of source code
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
1. 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(300,300,2);
world(300, 300, 2);
super(2,300,300);
[Correct] Correct
2. In Greenfoot, what is the purpose of the variable type? Mark for Review
(1) Points
Defines what kind of data to store in the variable. (*)
Defines which class the variable is associated with.
Defines the instance that the variable is associated with.
Defines the access specifier used with the variable.
[Correct] Correct
3. What does the following programming statement mean?
image1 = new GreenfootImage("duke12.png"); Mark for Review
(1) Points
The image file, duke12.png, has just been drawn and imported into the scenario.
The image file, duke12.png, is assigned to the variable image1. (*)
The variable, image1, cannot use the image file, duke12.png.
Image files from 1-119 are associated with image1.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. In Greenfoot, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
Method (*)
Class name
World name
Objects
Integers
[Correct] Correct
5. Which of the following is not a component of a while loop? Mark for Review
(1) Points
while keyword
if statement (*)
Control operator
Loop variable
Local variable
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
6. From your Greenfoot lessons, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
(Choose all correct answers)
Integers
method (*)
Objects
Class name
World name
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
7. From your Greenfoot lessons, how do you call a defined method? Mark for Review
(1) Points
Write the method in the instance.
Call the method from the act method. (*)
Write the method in the World superclass.
Write the method in the documentation.
Write the method in the Actor class.
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
8. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
isTouching() (*)
hasCollided()
isCollision()
isContact()
[Correct] Correct
9. Use your Greenfoot knowledge to answer the question. One reason to write a defined method in a class is to make it easier to read. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. What type of parameter does the Greenfoot playSound method expect? Mark for Review
(1) Points
name of the class (as String)
name of an integer (as int)
name of a keyboard key (as String)
name of a sound file (as String) (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
11. 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
12. In Greenfoot, which method would you use to obtain input from the user? Mark for Review
(1) Points
getText()
ask() (*)
getInput()
input()
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
13. Use your Greenfoot knowldege: If an Actor class Fly has a variable defined to store the current speed, which of the following statements would successfully add a Fly and define the current speed as 2? Mark for Review
(1) Points
addObject (new Fly(), 150, 150);
addObject (new Fly(2, 90), 150, 150);
addObject (new Fly(), 2, 150, 150);
addObject (new Fly(2), 150, 150); (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
14. From your Greenfoot lessons, which one of the following is an example of when an abstraction technique is used? Mark for Review
(1) Points
Adding a property to a Class
Adding a property to an instance
Passing a paramater in a constructor to set an initial speed. (*)
Initialising a variable
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
15. In Greenfoot, you can cast an Actor class to a World class? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
1. From your Greenfoot lessons, a scenario is a game or simulation implemented in Greenfoot. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. Which of the following Java syntax is used to correctly create a Bee subclass? Mark for Review
(1) Points
private class extends Bee
public class Bee extends World
private class extends Actor
private Bee extends World
public class Bee extends Animal (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
3. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"is-a" (*)
"is-by"
"a-is"
"for-what"
[Correct] Correct
4. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review
(1) Points
A rose is a subclass of the flower superclass. (*)
A computer is a subclass of a video game superclass.
A dog is a subclass of the cat superclass.
A single person is a superclass of the human subclass.
[Correct] Correct
5. From your Greenfoot lessons, what are the ways that you can view a class's methods? Mark for Review
(1) Points
(Choose all correct answers)
In the Greenfoot gallery
In the scenario
By right-clicking on an instance (*)
In the class's documentation (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
6. The list below provides actions you can perform in the Greenfoot code editor except one. Which one should be removed? Mark for Review
(1) Points
Write and edit source code.
Review the online Java Library documentation. (*)
Write and edit comments.
Write source code to tell the class how to act in the scenario.
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
7. When a program is tested once and it works then testing is complete. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
8. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Asterisks **
Parnetheses ( )
Square brackets [ ]
Curly brackets { } (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
10. In Greenfoot, the instance has a source code editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
11. 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
Draw an image
Add a video (*)
Select an image from the Greenfoot library
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
12. Which of the following comparison operators represents "greater than or equal"? Mark for Review
(1) Points
! =
>= (*)
>
= =
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
13. The list below displays characteristics of a Greenfoot world constructor, except for one. Which one should be removed? Mark for Review
(1) Points
Has no return type.
Has a void return type. (*)
Defines the instance's size and resolution.
Has the same name as the name of the class.
Executed automatically when a new instance of the class is created.
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
14. In Greenfoot, a semicolon is not necessary at the end of a method that uses dot notation. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
15. From your Greenfoot lessons, which axes define an object's position in a world? Mark for Review
(1) Points
(Choose all correct answers)
y (*)
z
w
x (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
1. In Greenfoot, constructors can be used to create new instances of objects. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. Which Greenfoot control operator is used to test if two values are equal? Mark for Review
(1) Points
!= operator
== operator (*)
>= operator
= operator
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
3. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class?
setImage (new GreenfootImage("Bee01.png")); Mark for Review
(1) Points
GreenfootImage
setImage
new
Bee01.png (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. 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
5. In Greenfoot, which class has methods that allow you to get the status of the mouse? Mark for Review
(1) Points
Actor
World
Scenario
Greenfoot (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
6. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. From your Greenfoot lessons, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
(Choose all correct answers)
World name
Objects
Class name
method (*)
Integers
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
8. In the Greenfoot IDE, what does the AND operator (&&) do? Mark for Review
(1) Points
Compares two boolean variables or expressions and returns a result that is true if either 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 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 and only if one of its operands are true.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
9. Which of the following Greenfoot logic operators represents "not"? Mark for Review
(1) Points
=
! (*)
&&
&
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
10. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
11. Writing more generic statements to handle the creation and positioning of many objects is one Abstraction technique? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. In Java what is casting? Mark for Review
(1) Points
Casting is when we remove an object from the world
Casting is when we want to tell the java compiler that a class we are accessing is really another type of class (*)
Casting is when we reset the state of an instance.
Casting is when we change the coordinates of an actor
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
13. Defined methods are methods that are only created by the Greenfoot development team? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
14. In Greenfoot, which of the following statement is true about Defined Methods? Mark for Review
(1) Points
A defined method is automatically executed once created.
A defined method is only relevant to the Greenfoot Development team.
A defined method must be called by your source code, normally in the Act method. (*)
A defined method only relates to the World class.
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
15. In reference to Greenfoot, if the following method was defined in a superclass,
public void turnAtEdge(){
...
}
all subclasses of the superclass will inherit the method.
True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. From your Greenfoot lessons, what are the ways that you can view a class's methods? Mark for Review
(1) Points
(Choose all correct answers)
In the Greenfoot gallery
In the scenario
In the class's documentation (*)
By right-clicking on an instance (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
3. From your Greenfoot lessons, where do you review a class's inherited methods? Mark for Review
(1) Points
Act method
Documentation (*)
Inspector
If-statement
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
4. 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
Method-name.object-name(parameters);
object-name.method-name(parameters); (*)
Method-name.object-name;
class-name.method-name(parameters);
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. Which of the following comparison symbols represents equals? Mark for Review
(1) Points
<
= = (*)
>
! =
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
6. 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 less than 10.
Returns a random coordinate position in the world.
Returns a random number for instances in the animal class only.
Returns a random number between zero and the parameter limit. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
7. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances? Mark for Review
(1) Points
Animal
Vector
World (*)
Actor
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
8. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review
(1) Points
A computer is a subclass of a video game superclass.
A dog is a subclass of the cat superclass.
A rose is a subclass of the flower superclass. (*)
A single person is a superclass of the human subclass.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
10. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
11. An object is an instance of a class. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review
(1) Points
Integer of steps to move forward (*)
True or false response
Degrees to turn
String statement
[Correct] Correct
13. 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
14. A variable is also known as a ____________. Mark for Review
(1) Points
Syntax
Field (*)
Class
Method
Instance
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
15. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. In Greenfoot, you can cast an Actor class to a World class? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
2. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
3. 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.
4. Which method is used to play sound in your Greenfoot game? Mark for Review
(1) Points
playSound method (*)
getSound method
importSound method
findSound method
[Correct] Correct
5. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Greenfoot (*)
World
GreenfootImage
Actor
[Correct] Correct
6. In Greenfoot, what type of parameter does the isKeyDown method expect? Mark for Review
(1) Points
Boolean
String (*)
Integer
Method
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
7. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________. Mark for Review
(1) Points
Class method
Code method
World method
Instance method
Defined method (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
8. 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
9. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The gallery
The actor class
The act method (*)
The world
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
10. In the Greenfoot IDE, what symbols indicate that the variable is an array? Mark for Review
(1) Points
Colon :
Semicolon ;
Square brackets [ ] (*)
Curly brackets { }
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
11. Which of the following is not a component of a while loop? Mark for Review
(1) Points
if statement (*)
Loop variable
Local variable
Control operator
while keyword
[Correct] Correct
12. In Greenfoot, what happens if the end to a while loop isn't established? Mark for Review
(1) Points
The code will keep executing and will never stop. (*)
The code will prompt you to enter a loop counter.
The code will execute once and then stop, due to controls in Greenfoot.
The code will not execute.
[Correct] Correct
13. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class?
setImage (new GreenfootImage("Bee01.png")); Mark for Review
(1) Points
Bee01.png (*)
setImage
new
GreenfootImage
[Correct] Correct
14. Which operator is used to test if values are equal? Mark for Review
(1) Points
== (*)
!>
>
<
[Correct] Correct
15. In Greenfoot, we typically 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
1. In a Greenfoot if-else statement, if the condition is true, the if-statement is executed, and then the else-statement is executed. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
2. 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
[Correct] Correct
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. Which of the following comparison symbols represents equals? Mark for Review
(1) Points
= = (*)
>
<
! =
[Correct] Correct
5. 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
[Correct] Correct
6. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
7. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points
(Choose all correct answers)
Move
Act (*)
Speed (*)
Turn
Run (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
8. Which of the following are examples of default superclasses that are present in a new Greenfoot scenario? Mark for Review
(1) Points
(Choose all correct answers)
Cat
Dog
Parrot
World (*)
Actor (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
9. Which of the following is an incorrectly written programming statement? Mark for Review
(1) Points
turn(25);
move(): (*)
move(2);
turn(2);
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
10. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Select an image from the Greenfoot library
Import an image
Add a video (*)
Draw an image
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
11. 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.
12. A variable is also known as a ____________. Mark for Review
(1) Points
Syntax
Class
Method
Field (*)
Instance
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
13. 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.
14. An if-statement requires which type of information returned from the condition? Mark for Review
(1) Points
True or false (*)
Method
Action
Integer
[Correct] Correct
15. From your Greenfoot lessons, source code is written in the Code editor. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Actor
Greenfoot (*)
GreenfootImage
World
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
2. In Greenfoot you can interact with the scenario using a mouse. Mark for Review
(1) Points
True (*)
False
[Correct] Correct
3. In Greenfoot, you can only interact with the scenario using a keyboard. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
4. Which keyword is used to add an actor to a Greenfoot world? Mark for Review
(1) Points
addObject (*)
new
add
super
[Correct] Correct
5. Using the Greenfoot IDE, when is a constructor automatically executed? Mark for Review
(1) Points
When a new instance of the class is created. (*)
When the act method is executed.
When source code is written.
When a new image is added to the class.
[Correct] Correct
6. Using Greenfoot, how do we change the size and resolution of the World instance? Mark for Review
(1) Points
Edit the methods in the class.
Edit the values in the constructor. (*)
Edit the values in the class's act method.
Delete the instance.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
7. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. In Java what is casting? Mark for Review
(1) Points
When you take an Object of one particular type and turn it into another Object type. (*)
When you reset an object instance.
When you remove an object instance.
Casting is not possible in Java.
[Correct] Correct
9. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
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. In the Greenfoot IDE, any new methods you create are written in the class's source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. A collision in Greenfoot is when two actors make contact? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
13. 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 (!Greenfoot.isKeyDown && isTurning("d") )
if (isTurning && Greenfoot.isKeyDown("d") ) (*)
if (!isTurning && Greenfoot.isKeyDown("d") )
if (&&isTurning ! Greenfoot.isKeyDown("d") )
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
14. In Greenfoot, when is a local variable most often used? Mark for Review
(1) Points
Within loop constructs (*)
Within the act method
Within the scenario
Within the world constructor
[Correct] Correct
15. In Greenfoot, what happens if the end to a while loop isn't established? Mark for Review
(1) Points
The code will prompt you to enter a loop counter.
The code will execute once and then stop, due to controls in Greenfoot.
The code will not execute.
The code will keep executing and will never stop. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 8.
2. A conditional loop is a loop that will continue forever. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 8.
3. Identify an example of an Alice expression. Mark for Review
(1) Points
"Hello World."
IF or WHILE
12 + 15 = 27 (*)
None of the above
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
4. In Alice, which of the following programming statements moves the cat forward the distance to the bird? Mark for Review
(1) Points
this.Cat move {this.Bird getDistanceTo this.Cat / 2}
this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move forward {this.Cat getDistanceTo this.Bird} (*)
this.Bird move forward {this.Bird getDistanceTo this.Cat}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
5. 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 or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. What is the result of the following code?
Mark for Review
(1) Points
x > y : 0
x < y : 1
x > y : false
x < y : true
x > y : x > y
x < y : x < y
x > y : 1
x < y : 0
x > y : true
x < y : false (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
7. From your Alice lessons, variables are fixed and cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
8. Which of the following programming instructions commands the fish to continuously move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark? Mark for Review
(1) Points
(*)Decimal = fishSpeed <- nextRandonm 0.5,1.0
while not blueTang is Colliding shark is true
bluTang move foward, fishspeed 0,25
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
9. From your Alice lessons, animations should be tested by the programmer before they are considered complete. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. In which Alice class is the addDefaultModelManipulation procedure located? Mark for Review
(1) Points
myFirstMethod class
Object class
Quadruped class
Scene class (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
11. When presenting your Alice animation, it is not important to give the audience a reason to listen to the presentation. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
12. What do lines 7, 10 and 13 do in the following code?
Mark for Review
(1) Points
Export files called A, B, and num3.
Create a single file containing A, B, and the value of num3.
Print "A", "B" and the value of num3 on the screen. (*)
None of the above.
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
13. If you want one message to display if a user is below the age of 18 and a different message to display if the user is 18 or older, what type of construct would you use? Mark for Review
(1) Points
if (*)
for all loop
do loop
while loop
[Correct] Correct
14. You want an event to happen when an object collides with another object, which category of event handler would you choose? Mark for Review
(1) Points
Mouse
Keyboard
Position/Orientation (*)
Scene Activation/time
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
15. Which one of the following event listener types is not available at the top-level of the addEvent drop down list in Alice? Mark for Review
(1) Points
Mouse
Keyboard
Position/Orientation
Collision (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
1. From your Greenfoot lessons, if the condition in an if-statement is true, the first code segment is executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. In Greenfoot, a method with what kind of return type is used to learn more about an object's orientation? Mark for Review
(1) Points
object return type
method return type
non-void return type (*)
void return type
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
3. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Asterisks **
Square brackets [ ]
Parnetheses ( )
Curly brackets { } (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
4. A variable is also known as a ____________. Mark for Review
(1) Points
Method
Field (*)
Instance
Class
Syntax
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
5. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
6. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Draw an image
Import an image
Select an image from the Greenfoot library
Add a video (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
7. In Greenfoot, what happens to an instance when the Act button is clicked in the environment? Mark for Review
(1) Points
Only one instance moves until the pause button is clicked.
The instance executes all of the programming statements in their class's act method repeatedly until the scenario is stopped.
The class executes all of the programming statements in their instance's act method two times until the scenario is stopped.
The instance executes all of the programming statements in their class's act method once. (*)
The instance executes all of the programming statements in their class's act method two times until the scenario is stopped.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
8. 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
9. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points
(Choose all correct answers)
Act (*)
Move
Run (*)
Speed (*)
Turn
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
10. What does an instance of the World class do? Mark for Review
(1) Points
Provide the source code for instances.
Provide the background scenery for the scenario. (*)
Provide the acting objects for the scenario.
Provide the superclass for acting objects.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
11. From your Greenfoot lessons, how do you know the program does not contain syntax errors? Mark for Review
(1) Points
Write the code.
Review the documentation.
Inspect the instances.
Compile the code. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
12. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
13. 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
[Correct] Correct
14. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
15. The Greenfoot method getRandomNumber is used to create predictable behaviour in your scenario Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
1. What type of parameter does the keyDown method expect? Mark for Review
(1) Points
The name of the class that will use the key.
The name of the key to press on the keyboard. (*)
The password that will protect the class.
The name of the sound file to play when the key is pressed.
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
2. In Greenfoot, which class has methods that allow you to get the status of the mouse? Mark for Review
(1) Points
Actor
World
Scenario
Greenfoot (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
3. You cannot record unique sounds in Greenfoot. You can only use the sounds that are stored in the Greenfoot library. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
4. In the Greenfoot IDE, any new methods you create are written in the class's source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
isTouching() (*)
isContact()
hasCollided()
isCollision()
[Correct] Correct
6. A collision in Greenfoot is when two actors make contact? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. 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)
private variable-type variable-name; (*)
public variable-type variable-name; (*)
public variable-name variable type;
private variable-name, variable-type;
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
8. Which operator is used to test if values are equal? Mark for Review
(1) Points
== (*)
<
>
!>
[Correct] Correct
9. In Greenfoot, constructors can be used to create new instances of objects. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. Writing more generic statements to handle the creation and positioning of many objects is one Abstraction technique? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. In Java what is casting? Mark for Review
(1) Points
When you remove an object instance.
Casting is not possible in Java.
When you reset an object instance.
When you take an Object of one particular type and turn it into another Object type. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
12. 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
13. In Greenfoot, which of the following statements could prevent an infinite loop from occurring? Mark for Review
(1) Points
i = i
i = 100 + i
i=1
i = i + 1 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
14. Which of the following Greenfoot logic operators represents "not"? Mark for Review
(1) Points
&
! (*)
&&
=
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
15. From your Greenfoot lessons, when do infinite loops occur? Mark for Review
(1) Points
Only in while loops.
When the loop is executed.
When the end to the code isn't established. (*)
When the end to the act method isn't established.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
1. Defining the scenario, and the Alice animation to represent the scenario, is the first step to programming your animation. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. In Alice, if a procedure is declared for a clownFish class, which classes can use the procedure? Mark for Review
(1) Points
Any class with "Fish" in the class name
The clownFish class and Swimmer class
ClownFish class (*)
The pajamaFish class, clownFish class, and Swimmer class
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
3. 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
[Correct] Correct
4. In an Alice program, which code is executed when the Run button is clicked? Mark for Review
(1) Points
The one-shot procedures selected in the Scene editor.
The code entered in myFirstMethod in the Code editor. (*)
The code entered in myMethod in the Code editor.
The code entered in the class's procedure in the procedures tab.
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
5. The say procedure in Alice plays an audio file. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
6. The Alice move procedure contains which arguments? Mark for Review
(1) Points
(Choose all correct answers)
Object
Direction (*)
Text
Amount (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
7. Which Alice control statement executes a set of procedures simultaneously? Mark for Review
(1) Points
While
Together
Do together (*)
Do in order
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
8. Which of the following is an example of nesting in an Alice program? Mark for Review
(1) Points
Text is nested inside of a comments tile.
Five Do Together statements are nested inside of a Do In Order statement. (*)
A move procedure is nested inside of a turn procedure.
Distance, duration, and direction arguments are nested inside of a procedure.
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
9. Which handle style would be used to rotate an object's sub-part about the x, y, and z axes? Mark for Review
(1) Points
Default
Rotation (*)
Resize
Translation
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
10. Rings will appear around a sub-part indicating how you can reposition it. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. How do you view the results of procedures entered in the Alice code editor? Mark for Review
(1) Points
View the procedures in the gallery.
Save the scene.
Select the Run button. (*)
Select the Play button.
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
12. 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 (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
13. In Alice, when two objects are synchronized and move together, this means that one object is: Mark for Review
(1) Points
A vehicle of another (*)
An instance of another
A class of another
An object of another
[Correct] Correct
14. In Alice, when using the getDistanceTo function what menu option would you use to subtract a set value from the distance? Mark for Review
(1) Points
Random
Math (*)
Whole to decimal number
Custom DecimalNumber
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
15. From your Alice lessons, built-in functions provide precise property details for the following areas: Mark for Review
(1) Points
Proximity and size.
Proximity and point of view.
Proximity, size, spatial relation, and point of view. (*)
Distance to and nesting.
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
1. 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
2. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Asterisks **
Parnetheses ( )
Square brackets [ ]
Curly brackets { } (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
3. In Greenfoot, the instance has a source code editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
4. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. In Greenfoot, which of the following methods display an object's orientation? Mark for Review
(1) Points
(Choose all correct answers)
int getRotation() (*)
void move()
void turn()
int getX() (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
6. From your Greenfoot lessons, where do you review a class's inherited methods? Mark for Review
(1) Points
Act method
Inspector
If-statement
Documentation (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
7. From your Greenfoot lessons, which of the following is not a step to creating a new subclass? Mark for Review
(1) Points
Click New subclass...
Name the class.
Program the class to move forward. (*)
Right-click on a superclass.
Select an image for the class.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
8. An object is an instance of a class. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review
(1) Points
A dog is a subclass of the cat superclass.
A computer is a subclass of a video game superclass.
A rose is a subclass of the flower superclass. (*)
A single person is a superclass of the human subclass.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
10. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"is-by"
"for-what"
"a-is"
"is-a" (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
11. From your Greenfoot lessons, Which of the following statements is most correct? Mark for Review
(1) Points
My program is complete when I add images to it.
My program is complete when I add music to it.
My program is complete when it runs and I've tested the code. (*)
My program is complete when it compiles.
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
12. In Greenfoot, which keyword calls the World superclass? Mark for Review
(1) Points
constructor
addObject
super (*)
new
world
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
13. From your Greenfoot lessons, which axes define an object's position in a world? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
w
y (*)
z
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
14. Which keyword indicates that Greenfoot needs to create a new object? Mark for Review
(1) Points
newClass
newObject
addObject
new (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
15. The Greenfoot method getRandomNumber is used to create predictable behaviour in your scenario Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
1. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________. Mark for Review
(1) Points
Code method
Defined method (*)
World method
Class method
Instance method
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
2. In Greenfoot, defined methods must be used immediately. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
3. Which actor method is used to detect a simple collision? Mark for Review
(1) Points
isTouching() (*)
hasCollided()
isInContactWith()
hasTouched()
isCollision()
[Correct] Correct
4. In Greenfoot, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
World name
Objects
Class name
Method (*)
Integers
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
5. Which of the following is an example of string concatenation? Mark for Review
(1) Points
Instead of entering ".png" after each image file name, add && ".png" after the imageName value in the programming statement.
Instead of entering ".png" after each image file name, add + ".png" after the imageName value in the programming statement. (*)
Instead of entering ".png" after each image file name, add ".png" after the imageName value in the programming statement.
Instead of entering ".png" after each image file name, add = ".png" after the imageName value in the programming statement.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
6. In Greenfoot, string concatenation reduces the number of redundant characters or phrases you need to type into each array. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. In Greenfoot what command would you use to detect if a mouse has been clicked on an actor? Mark for Review
(1) Points
Greenfoot.mouseClicked(this) (*)
Greenfoot.pressed(this)
Actor.clicked(this)
Greenfoot.clicked(this)
[Correct] Correct
8. You cannot record unique sounds in Greenfoot. You can only use the sounds that are stored in the Greenfoot library. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
9. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. In Greenfoot, actor constructors can be used to create images or values and assign them to the variables. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. What does the following programming statement mean?
image1 = new GreenfootImage("duke12.png"); Mark for Review
(1) Points
The variable, image1, cannot use the image file, duke12.png.
The image file, duke12.png, has just been drawn and imported into the scenario.
The image file, duke12.png, is assigned to the variable image1. (*)
Image files from 1-119 are associated with image1.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
12. Using Greenfoot, how do we change the size and resolution of the World instance? Mark for Review
(1) Points
Edit the methods in the class.
Delete the instance.
Edit the values in the class's act method.
Edit the values in the constructor. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
13. In Greenfoot, you will never have to cast as we only ever use 2 classes - World and Actor. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
14. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
15. 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.
1. In Greenfoot, which of the following methods display an object's orientation? Mark for Review
(1) Points
(Choose all correct answers)
void move()
int getRotation() (*)
int getX() (*)
void turn()
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
2. 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.
3. The list below displays characteristics of a Greenfoot world constructor, except for one. Which one should be removed? Mark for Review
(1) Points
Has the same name as the name of the class.
Executed automatically when a new instance of the class is created.
Defines the instance's size and resolution.
Has no return type.
Has a void return type. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
4. From your Greenfoot lessons, which of the following comparison operators represents "greater than"? Mark for Review
(1) Points
<
= =
> (*)
! =
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. Which of the following comparison symbols represents equals? Mark for Review
(1) Points
= = (*)
! =
<
>
[Correct] Correct
6. In Greenfoot, you can use comparison operators to compare a variable to a random number. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. In Greenfoot, the turn method expects what type of information in its parameters? Mark for Review
(1) Points
Integer of steps to move forward
Degrees to turn (*)
Parameter void
String statement
True or false response
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
8. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Parnetheses ( )
Square brackets [ ]
Curly brackets { } (*)
Asterisks **
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
9. 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
True or false response
String statement
[Correct] Correct
10. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Add a video (*)
Import an image
Draw an image
Select an image from the Greenfoot library
[Correct] Correct
11. 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
12. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"a-is"
"is-by"
"is-a" (*)
"for-what"
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
13. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. 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. In Greenfoot, after a subclass is created, what has to occur before instances can be added to the scenario? Mark for Review
(1) Points
Creation of an instance
Editing of source code
Compilation (*)
Creation of source code
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
1. 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(300,300,2);
world(300, 300, 2);
super(2,300,300);
[Correct] Correct
2. In Greenfoot, what is the purpose of the variable type? Mark for Review
(1) Points
Defines what kind of data to store in the variable. (*)
Defines which class the variable is associated with.
Defines the instance that the variable is associated with.
Defines the access specifier used with the variable.
[Correct] Correct
3. What does the following programming statement mean?
image1 = new GreenfootImage("duke12.png"); Mark for Review
(1) Points
The image file, duke12.png, has just been drawn and imported into the scenario.
The image file, duke12.png, is assigned to the variable image1. (*)
The variable, image1, cannot use the image file, duke12.png.
Image files from 1-119 are associated with image1.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. In Greenfoot, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
Method (*)
Class name
World name
Objects
Integers
[Correct] Correct
5. Which of the following is not a component of a while loop? Mark for Review
(1) Points
while keyword
if statement (*)
Control operator
Loop variable
Local variable
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
6. From your Greenfoot lessons, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
(Choose all correct answers)
Integers
method (*)
Objects
Class name
World name
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
7. From your Greenfoot lessons, how do you call a defined method? Mark for Review
(1) Points
Write the method in the instance.
Call the method from the act method. (*)
Write the method in the World superclass.
Write the method in the documentation.
Write the method in the Actor class.
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
8. Which one of the following can be used to detect when 2 actors collide? Mark for Review
(1) Points
isTouching() (*)
hasCollided()
isCollision()
isContact()
[Correct] Correct
9. Use your Greenfoot knowledge to answer the question. One reason to write a defined method in a class is to make it easier to read. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. What type of parameter does the Greenfoot playSound method expect? Mark for Review
(1) Points
name of the class (as String)
name of an integer (as int)
name of a keyboard key (as String)
name of a sound file (as String) (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
11. 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
12. In Greenfoot, which method would you use to obtain input from the user? Mark for Review
(1) Points
getText()
ask() (*)
getInput()
input()
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
13. Use your Greenfoot knowldege: If an Actor class Fly has a variable defined to store the current speed, which of the following statements would successfully add a Fly and define the current speed as 2? Mark for Review
(1) Points
addObject (new Fly(), 150, 150);
addObject (new Fly(2, 90), 150, 150);
addObject (new Fly(), 2, 150, 150);
addObject (new Fly(2), 150, 150); (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
14. From your Greenfoot lessons, which one of the following is an example of when an abstraction technique is used? Mark for Review
(1) Points
Adding a property to a Class
Adding a property to an instance
Passing a paramater in a constructor to set an initial speed. (*)
Initialising a variable
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
15. In Greenfoot, you can cast an Actor class to a World class? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
1. From your Greenfoot lessons, a scenario is a game or simulation implemented in Greenfoot. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. Which of the following Java syntax is used to correctly create a Bee subclass? Mark for Review
(1) Points
private class extends Bee
public class Bee extends World
private class extends Actor
private Bee extends World
public class Bee extends Animal (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
3. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"is-a" (*)
"is-by"
"a-is"
"for-what"
[Correct] Correct
4. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review
(1) Points
A rose is a subclass of the flower superclass. (*)
A computer is a subclass of a video game superclass.
A dog is a subclass of the cat superclass.
A single person is a superclass of the human subclass.
[Correct] Correct
5. From your Greenfoot lessons, what are the ways that you can view a class's methods? Mark for Review
(1) Points
(Choose all correct answers)
In the Greenfoot gallery
In the scenario
By right-clicking on an instance (*)
In the class's documentation (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
6. The list below provides actions you can perform in the Greenfoot code editor except one. Which one should be removed? Mark for Review
(1) Points
Write and edit source code.
Review the online Java Library documentation. (*)
Write and edit comments.
Write source code to tell the class how to act in the scenario.
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
7. When a program is tested once and it works then testing is complete. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
8. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Asterisks **
Parnetheses ( )
Square brackets [ ]
Curly brackets { } (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
10. In Greenfoot, the instance has a source code editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
11. 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
Draw an image
Add a video (*)
Select an image from the Greenfoot library
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
12. Which of the following comparison operators represents "greater than or equal"? Mark for Review
(1) Points
! =
>= (*)
>
= =
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
13. The list below displays characteristics of a Greenfoot world constructor, except for one. Which one should be removed? Mark for Review
(1) Points
Has no return type.
Has a void return type. (*)
Defines the instance's size and resolution.
Has the same name as the name of the class.
Executed automatically when a new instance of the class is created.
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
14. In Greenfoot, a semicolon is not necessary at the end of a method that uses dot notation. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
15. From your Greenfoot lessons, which axes define an object's position in a world? Mark for Review
(1) Points
(Choose all correct answers)
y (*)
z
w
x (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
1. In Greenfoot, constructors can be used to create new instances of objects. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. Which Greenfoot control operator is used to test if two values are equal? Mark for Review
(1) Points
!= operator
== operator (*)
>= operator
= operator
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
3. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class?
setImage (new GreenfootImage("Bee01.png")); Mark for Review
(1) Points
GreenfootImage
setImage
new
Bee01.png (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. 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
5. In Greenfoot, which class has methods that allow you to get the status of the mouse? Mark for Review
(1) Points
Actor
World
Scenario
Greenfoot (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
6. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. From your Greenfoot lessons, what types of values cannot be stored in a local variable? Mark for Review
(1) Points
(Choose all correct answers)
World name
Objects
Class name
method (*)
Integers
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
8. In the Greenfoot IDE, what does the AND operator (&&) do? Mark for Review
(1) Points
Compares two boolean variables or expressions and returns a result that is true if either 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 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 and only if one of its operands are true.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
9. Which of the following Greenfoot logic operators represents "not"? Mark for Review
(1) Points
=
! (*)
&&
&
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
10. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
11. Writing more generic statements to handle the creation and positioning of many objects is one Abstraction technique? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. In Java what is casting? Mark for Review
(1) Points
Casting is when we remove an object from the world
Casting is when we want to tell the java compiler that a class we are accessing is really another type of class (*)
Casting is when we reset the state of an instance.
Casting is when we change the coordinates of an actor
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
13. Defined methods are methods that are only created by the Greenfoot development team? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
14. In Greenfoot, which of the following statement is true about Defined Methods? Mark for Review
(1) Points
A defined method is automatically executed once created.
A defined method is only relevant to the Greenfoot Development team.
A defined method must be called by your source code, normally in the Act method. (*)
A defined method only relates to the World class.
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
15. In reference to Greenfoot, if the following method was defined in a superclass,
public void turnAtEdge(){
...
}
all subclasses of the superclass will inherit the method.
True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. From your Greenfoot lessons, what are the ways that you can view a class's methods? Mark for Review
(1) Points
(Choose all correct answers)
In the Greenfoot gallery
In the scenario
In the class's documentation (*)
By right-clicking on an instance (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
3. From your Greenfoot lessons, where do you review a class's inherited methods? Mark for Review
(1) Points
Act method
Documentation (*)
Inspector
If-statement
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
4. 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
Method-name.object-name(parameters);
object-name.method-name(parameters); (*)
Method-name.object-name;
class-name.method-name(parameters);
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. Which of the following comparison symbols represents equals? Mark for Review
(1) Points
<
= = (*)
>
! =
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
6. 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 less than 10.
Returns a random coordinate position in the world.
Returns a random number for instances in the animal class only.
Returns a random number between zero and the parameter limit. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
7. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances? Mark for Review
(1) Points
Animal
Vector
World (*)
Actor
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
8. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review
(1) Points
A computer is a subclass of a video game superclass.
A dog is a subclass of the cat superclass.
A rose is a subclass of the flower superclass. (*)
A single person is a superclass of the human subclass.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
10. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
11. An object is an instance of a class. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review
(1) Points
Integer of steps to move forward (*)
True or false response
Degrees to turn
String statement
[Correct] Correct
13. 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
14. A variable is also known as a ____________. Mark for Review
(1) Points
Syntax
Field (*)
Class
Method
Instance
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
15. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. In Greenfoot, you can cast an Actor class to a World class? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
2. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
3. 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.
4. Which method is used to play sound in your Greenfoot game? Mark for Review
(1) Points
playSound method (*)
getSound method
importSound method
findSound method
[Correct] Correct
5. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Greenfoot (*)
World
GreenfootImage
Actor
[Correct] Correct
6. In Greenfoot, what type of parameter does the isKeyDown method expect? Mark for Review
(1) Points
Boolean
String (*)
Integer
Method
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
7. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________. Mark for Review
(1) Points
Class method
Code method
World method
Instance method
Defined method (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
8. 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
9. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The gallery
The actor class
The act method (*)
The world
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
10. In the Greenfoot IDE, what symbols indicate that the variable is an array? Mark for Review
(1) Points
Colon :
Semicolon ;
Square brackets [ ] (*)
Curly brackets { }
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
11. Which of the following is not a component of a while loop? Mark for Review
(1) Points
if statement (*)
Loop variable
Local variable
Control operator
while keyword
[Correct] Correct
12. In Greenfoot, what happens if the end to a while loop isn't established? Mark for Review
(1) Points
The code will keep executing and will never stop. (*)
The code will prompt you to enter a loop counter.
The code will execute once and then stop, due to controls in Greenfoot.
The code will not execute.
[Correct] Correct
13. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class?
setImage (new GreenfootImage("Bee01.png")); Mark for Review
(1) Points
Bee01.png (*)
setImage
new
GreenfootImage
[Correct] Correct
14. Which operator is used to test if values are equal? Mark for Review
(1) Points
== (*)
!>
>
<
[Correct] Correct
15. In Greenfoot, we typically 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
1. In a Greenfoot if-else statement, if the condition is true, the if-statement is executed, and then the else-statement is executed. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
2. 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
[Correct] Correct
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. Which of the following comparison symbols represents equals? Mark for Review
(1) Points
= = (*)
>
<
! =
[Correct] Correct
5. 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
[Correct] Correct
6. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
7. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points
(Choose all correct answers)
Move
Act (*)
Speed (*)
Turn
Run (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
8. Which of the following are examples of default superclasses that are present in a new Greenfoot scenario? Mark for Review
(1) Points
(Choose all correct answers)
Cat
Dog
Parrot
World (*)
Actor (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
9. Which of the following is an incorrectly written programming statement? Mark for Review
(1) Points
turn(25);
move(): (*)
move(2);
turn(2);
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
10. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review
(1) Points
Select an image from the Greenfoot library
Import an image
Add a video (*)
Draw an image
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
11. 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.
12. A variable is also known as a ____________. Mark for Review
(1) Points
Syntax
Class
Method
Field (*)
Instance
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
13. 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.
14. An if-statement requires which type of information returned from the condition? Mark for Review
(1) Points
True or false (*)
Method
Action
Integer
[Correct] Correct
15. From your Greenfoot lessons, source code is written in the Code editor. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
1. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Actor
Greenfoot (*)
GreenfootImage
World
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
2. In Greenfoot you can interact with the scenario using a mouse. Mark for Review
(1) Points
True (*)
False
[Correct] Correct
3. In Greenfoot, you can only interact with the scenario using a keyboard. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
4. Which keyword is used to add an actor to a Greenfoot world? Mark for Review
(1) Points
addObject (*)
new
add
super
[Correct] Correct
5. Using the Greenfoot IDE, when is a constructor automatically executed? Mark for Review
(1) Points
When a new instance of the class is created. (*)
When the act method is executed.
When source code is written.
When a new image is added to the class.
[Correct] Correct
6. Using Greenfoot, how do we change the size and resolution of the World instance? Mark for Review
(1) Points
Edit the methods in the class.
Edit the values in the constructor. (*)
Edit the values in the class's act method.
Delete the instance.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
7. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. In Java what is casting? Mark for Review
(1) Points
When you take an Object of one particular type and turn it into another Object type. (*)
When you reset an object instance.
When you remove an object instance.
Casting is not possible in Java.
[Correct] Correct
9. 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 (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 9.
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. In the Greenfoot IDE, any new methods you create are written in the class's source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. A collision in Greenfoot is when two actors make contact? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
13. 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 (!Greenfoot.isKeyDown && isTurning("d") )
if (isTurning && Greenfoot.isKeyDown("d") ) (*)
if (!isTurning && Greenfoot.isKeyDown("d") )
if (&&isTurning ! Greenfoot.isKeyDown("d") )
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
14. In Greenfoot, when is a local variable most often used? Mark for Review
(1) Points
Within loop constructs (*)
Within the act method
Within the scenario
Within the world constructor
[Correct] Correct
15. In Greenfoot, what happens if the end to a while loop isn't established? Mark for Review
(1) Points
The code will prompt you to enter a loop counter.
The code will execute once and then stop, due to controls in Greenfoot.
The code will not execute.
The code will keep executing and will never stop. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
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