1. The Alice move procedure contains which arguments? Mark for Review
(1) Points
(Choose all correct answers)
Text
Object
Direction (*)
Amount (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
2. When you disable a programming instruction, it is still executed when you run the Alice animation. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
3. Which of the following would not be an argument in an Alice programming instruction that commands a person object to move forward 2 meters? Mark for Review
(1) Points
Direction to move
Distance to move forward
Person's height (*)
Number of seconds to execute the programming instruction
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
4. Functions answer questions about an object, such as its height, width, depth and even distance to another object. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. From your Alice lessons, which programming instruction represents the following movement: A cat moves forward double (or twice) the distance to the tree. Mark for Review
(1) Points
this.Cat move forward this.Cat getDistanceTo this.tree + 2.0
this.Cat move Forward this.Cat getDistanceTo this.tree * 2.0 (*)
this.Cat move Forward this.Cat getDistanceTo this.tree / 2.0
this.Cat move Forward this.Cat getDistanceTo this.tree - 2.0
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
6. Which Alice execution task corresponds with the following storyboard statement? <br><br>Cat turns to face mouse. Mark for Review
(1) Points
cat TurnTo mouse
this.mouse turnToFace this.cat
this.cat turnToFace this.mouse (*)
mouse turnTo cat
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
7. In Alice, which of the following arguments could be replaced with a random number? Mark for Review
(1) Points
(Choose all correct answers)
Duration (*)
Direction
Procedure name
Distance (*)
Object name
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
8. In Alice, which procedure is used to assign one object as the vehicle of another? Mark for Review
(1) Points
setVehicle (*)
setObjectVehicle
setClassVehicle
Vehicle
[Correct] Correct
9. In Alice, the setVehicle procedure will associate one object to another. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. What do moving objects provide to your scene? Mark for Review
(1) Points
The sky and ground
The procedures
The action (*)
The non-moving scenery
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
11. Which Alice tool is used to demonstrate the process flow of an animation? Mark for Review
(1) Points
World
Pie chart
Flowchart (*)
Textual storyboard
Visual storyboard
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
12. In Alice, what are the forms of a scenario? Mark for Review
(1) Points
(Choose all correct answers)
A problem to solve. (*)
A system to start.
A task to perform. (*)
A person to help.
A section of code to write.
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
13. From your Alice lessons, inheritance means that the superclass inherits its traits from the subclass. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
14. All objects in Alice have three dimensional coordinates on which axes? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
y (*)
z (*)
w
All of the above
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
15. 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
1. A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. In Alice, we use the While control statement to implement the conditional loop. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
3. Consider the following: You want to use the BufferedReader and InputStreamReader classes to get user input from the command line. Which one of the following import statements must you use? Mark for Review
(1) Points
import java.io.input.*;
import java.io.*; (*)
import java.buffer.*;
import java.awt.*;
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
4. In Java, a function is a method that must return a value. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
5. 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
Collision (*)
Keyboard
Position/Orientation
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
6. In Alice it is not possible to transfer a class from one animation to another. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
7. The animation checklist helps you confirm that all elements of the Alice animation are operating as expected. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. The Alice animation should be tested throughout development, not just at the end of the animation's development. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. 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.
10. 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
11. A data type defines the type of procedures a variable can store. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
12. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree? Mark for Review
(1) Points
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree * 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
13. In Alice, which of the following programming statements moves the fish forward, the distance to the rock, minus the depth of the rock? Mark for Review
(1) Points
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish getDepth}
this.Fish move forward {this.Fish getDistanceTo this.Rock - this.Rock getDepth} (*)
this.Rock move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
14. Which is an example of the Boolean variable type? Mark for Review
(1) Points
An object
3
True or False (*)
Hello World
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
15. In Alice, you can access the Java on the side option through which menu option? Mark for Review
(1) Points
Run
Project
Edit
Window (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
1. From your Greenfoot lessons, an instance inherits all of the characteristics of the class, and those characteristics cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
2. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"for-what"
"is-by"
"a-is"
"is-a" (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
3. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. 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
5. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review
(1) Points
True or false response
Integer of steps to move forward (*)
Degrees to turn
String statement
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
6. 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.
7. 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
8. In the Greenfoot IDE, an instance's position is on the x and y coordinates. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. The list below displays components of the Greenfoot source code editor except one. Which one should be removed? Mark for Review
(1) Points
Documentation
Class description
Comments
Instance creator (*)
Method body
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
10. From your Greenfoot lessons, source code is written in the Code editor. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. Which keyword indicates that Greenfoot needs to create a new object? Mark for Review
(1) Points
new (*)
newObject
addObject
newClass
[Correct] Correct
12. 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
13. What does the following Greenfoot programming statement tell the class to do?
if (Greenfoot.getRandomNumber(100) < 6) { turn(18); } Mark for Review
(1) Points
If a random number is returned that is greater than 6, turn 18 degrees.
If a random number is returned that is less than 6, turn 18 degrees. (*)
Turn 6 degrees, then turn 18 degrees.
If a random number is returned that is less than 6, move 18 steps.
[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. In Greenfoot, you will not receive an error message if your code is incorrect. It will simply not work, and you will have to determine why the code doesn't work. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
1. 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 variable, image1, cannot use the image file, duke12.png.
Image files from 1-119 are associated with image1.
The image file, duke12.png, is assigned to the variable image1. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
2. In Greenfoot, which method is used to end a game? Mark for Review
(1) Points
Greenfoot.stop( ); (*)
Duke.stop( );
Game.stop(1);
Class.stop( );
[Correct] Correct
3. In Greenfoot, a defined variable is a variable that is defined in an instance. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. 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.
6. 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.
7. 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.
8. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The gallery
The actor class
The act method (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
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. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Greenfoot (*)
World
GreenfootImage
Actor
[Correct] Correct
12. In Greenfoot when you use the method to retrieve input from the user, the scenario will continue to run in the background? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
13. From your Greenfoot lessons, what is a loop? Mark for Review
(1) Points
A statement that executes one segment of code.
A statement that can execute a section of code one time.
A statement that can execute a method multiple times.
A statement that can execute a section of code multiple times. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
14. From your Greenfoot lessons, when do infinite loops occur? Mark for Review
(1) Points
When the loop is executed.
When the end to the code isn't established. (*)
When the end to the act method isn't established.
Only in while loops.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
15. From your Greenfoot lessons, which symbol represents string concatenation? Mark for Review
(1) Points
Symbol + (*)
Symbol =
Symbol <
Symbol &
[Correct] Correct
1. In Alice, where are objects added and positioned in the scene? Mark for Review
(1) Points
The template
The Code editor
The gallery
The Scene editor (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
2. 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 (*)
Translation
Resize
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
3. In Alice, each class has a set of pre-defined procedures and functions. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. An argument is a value that the procedure uses to complete its task. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. To access the Alice Code editor from the Scene editor, which button do you click? Mark for Review
(1) Points
Edit Code (*)
Code
Access Code Editor
Code Editor
[Correct] Correct
6. Which button is selected in the Alice file menu to save a different version of an animation? Mark for Review
(1) Points
New
Save As... (*)
Open
File
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
7. Which of the following is an example of nesting in an Alice program? Mark for Review
(1) Points
Five Do Together statements are nested inside of a Do In Order statement. (*)
Distance, duration, and direction arguments are nested inside of a procedure.
A move procedure is nested inside of a turn procedure.
Text is nested inside of a comments tile.
[Correct] Correct
8. From your Alice lessons, which of the following are reasons why random numbers would be used by a computer? Mark for Review
(1) Points
(Choose all correct answers)
For simulation. (*)
For creating procedures.
For opening a project.
For security. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
9. Breaking down a problem or process into smaller parts makes it easier to manage. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. In Alice, new procedures are declared in the Scene editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
11. In Alice, which of the following situations could benefit from declaring a new procedure? Mark for Review
(1) Points
(Choose all correct answers)
A single motion, such as walking, takes up a lot of room in myFirstMethod. (*)
An object needs to move forward, then move up 10 meters.
An object needs to say three statements.
Multiple objects need to use a motion, such as bunnies hopping. (*)
An object does not have a default procedure for a motion, such as swimming. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
12. Which of the following actions would require a control statement to control animation timing? Mark for Review
(1) Points
(Choose all correct answers)
A bird flying. (*)
A fish swimming. (*)
A rock object turning.
A biped object walking. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
13. In Alice, different programming is not required for different objects, because all objects move the same way. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
14. From your Alice lessons, built-in functions provide precise property details for the following areas: Mark for Review
(1) Points
Proximity, size, spatial relation, and point of view. (*)
Proximity and point of view.
Proximity and size.
Distance to and nesting.
[Correct] Correct
15. In Alice, functions are dragged into the control statement, not the procedure. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
1. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree? Mark for Review
(1) Points
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree * 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
2. In Alice, which of the following programming statements moves the fish forward, the distance to the rock, minus the depth of the rock? Mark for Review
(1) Points
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
this.Fish move forward {this.Fish getDistanceTo this.Rock - this.Rock getDepth} (*)
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish getDepth}
this.Rock move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
3. When viewing the Java Code on the side in Alice, you can change the Java code directly instead of the Alice code. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
4. 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.
5. A data type defines the type of procedures a variable can store. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
6. Results of arithmetic operations cannot be stored in a variable. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
7. With keyboard controls, you can create Alice animations where the user controls an object that interacts with other objects. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. To save a class to the myClasses directory you do so at the ________ level. Mark for Review
(1) Points
eventListener
Class (*)
Scene
object
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
9. Which of the following statements about methods is false? Mark for Review
(1) Points
Java does not permit nesting one method definition within another method's definition.
Methods whose return type is not void are required to include a return statement specifying what to return.
The order in which methods are listed within the class is not important.
Classes must be defined directly within a method definition. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
10. Which of the following is not an example of the logic of an IF control structure? Mark for Review
(1) Points
If the play button is pressed, then play the video one time.
Play the video three times. (*)
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
11. In Alice, you must place the control structure in the code editor before adding any code that will go within it. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 8.
12. 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.
13. In Alice, it is not possible to upload the animation directly to YouTube. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
14. What type of Alice listener object is required to target a mouse-click on any object in the scene, allowing the user to drag that object around the scene when the animation is running? Mark for Review
(1) Points
addMouseListener procedure
addListener procedure
addDefaultModelManipulation procedure (*)
addDefaultManipulation procedure
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
15. From your Alice lessons, at what point in the animation process do you confirm the items on the "Checklist for Animation Completion"? Mark for Review
(1) Points
At the beginning of the animation process.
After adding each procedure to the Code editor.
At the end of the animation process. (*)
During the animation process.
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
1. 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.
2. 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
3. Which keyword indicates that Greenfoot needs to create a new object? Mark for Review
(1) Points
newObject
new (*)
newClass
addObject
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
4. In Greenfoot, which keyword calls the World superclass? Mark for Review
(1) Points
world
constructor
super (*)
addObject
new
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. 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.
6. 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.
7. In Greenfoot, the turn method expects what type of information in its parameters? Mark for Review
(1) Points
Degrees to turn (*)
True or false response
String statement
Parameter void
Integer of steps to move forward
[Correct] Correct
8. 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.
9. 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
10. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Curly brackets { } (*)
Asterisks **
Parnetheses ( )
Square brackets [ ]
[Correct] Correct
11. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points
(Choose all correct answers)
Run (*)
Act (*)
Turn
Speed (*)
Move
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
12. In Greenfoot, you must first create an instance before you create a class. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
13. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
14. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
15. Which of the following type of audience should you ask to play your Greenfoot game during the testing phase? Mark for Review
(1) Points
Target (*)
Programmer
Primary
Testing
[Correct] Correct
1. From your Greenfoot lessons, what is a loop? Mark for Review
(1) Points
A statement that can execute a section of code multiple times. (*)
A statement that executes one segment of code.
A statement that can execute a section of code one time.
A statement that can execute a method multiple times.
[Correct] Correct
2. From your Greenfoot lessons, which of the following are examples of actions that can be achieved using the while loop? Mark for Review
(1) Points
Create 50 instances of the Fly class.
Call the move method 1 million times.
Call the move and turn methods 10 times.
Create 100 instances of an Actor subclass.
All of the above. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
3. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The gallery
The actor class
The act method (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
5. 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
6. A collision in Greenfoot is when two actors make contact? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. 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.
10. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized? Mark for Review
(1) Points
addClass
addInstance
addObject (*)
addWorld
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
11. In Greenfoot, what is the purpose of the variable type? Mark for Review
(1) Points
Defines which class the variable is associated with.
Defines the instance that the variable is associated with.
Defines what kind of data to store in the variable. (*)
Defines the access specifier used with the variable.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
12. Greenfoot Actor instances get their images from which of the following? Mark for Review
(1) Points
Their class (*)
Their image editor
Their source code
Their methods
[Correct] Correct
13. In Greenfoot, which class has methods that allow you to get the status of the mouse? Mark for Review
(1) Points
Actor
World
Greenfoot (*)
Scenario
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
14. Which method is used to play sound in your Greenfoot game? Mark for Review
(1) Points
getSound method
playSound method (*)
findSound method
importSound method
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
15. In Greenfoot what command would you use to detect if a mouse has been clicked on an actor? Mark for Review
(1) Points
Greenfoot.clicked(this)
Actor.clicked(this)
Greenfoot.mouseClicked(this) (*)
Greenfoot.pressed(this)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
1. Which of the following actions would require a control statement to control animation timing? Mark for Review
(1) Points
(Choose all correct answers)
A bird flying. (*)
A rock object turning.
A fish swimming. (*)
A biped object walking. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
2. In Alice, which control statement is used to invoke simultaneous movement? Mark for Review
(1) Points
Do In Order
While
Do Together (*)
Variable
Count
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
3. From your Alice lessons, a flowchart could be created in a software program, or documented in a journal. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. In Alice, what are the forms of a scenario? Mark for Review
(1) Points
(Choose all correct answers)
A person to help.
A system to start.
A problem to solve. (*)
A section of code to write.
A task to perform. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
5. A flowchart is a useful way to illustrate how your Alice animation's characters will look. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
6. From your Alice lessons, what is the purpose of nesting? Mark for Review
(1) Points
To add more procedures to your program.
To add text to your program that tells the viewer what the code does.
To add visual structure to your program. (*)
To add random movements to your program.
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
7. The first step to using a top-down approach to programming is to create a table to align the storyboard steps to the programming instructions. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
8. From your Alice lessons, where on an object do an object's axes intersect? Mark for Review
(1) Points
At the object's center point (*)
At the object's head
At the object's bottom
At the object's chest
[Correct] Correct
9. In Alice, how is a one-shot procedure different from procedures in the Code editor? Mark for Review
(1) Points
One-shot procedures are only available for acting objects, while procedures are available for all objects.
One-shot procedures are available in the Code editor, while procedures are available in the Scene editor.
A one-shot procedure executes only one time to re-position the object, while procedures in the Code editor execute every time the Run button is clicked. (*)
All of the above
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
10. Which of the following is the default control statement in myFirstMethod? Mark for Review
(1) Points
Do In Order (*)
Do Together
Count
Comment
[Correct] Correct
11. The delay procedure in Alice halts an object's motion before the next motion begins. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. In Alice, each class has a set of pre-defined procedures and functions. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
13. Functions answer questions about an object, such as its height, width, depth and even distance to another object. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
14. In Alice, functions ask questions about an object. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
15. How do you create a programming instruction in Alice? Mark for Review
(1) Points
Click and drag the desired programming instruction into the Functions tab.
Click and drag the desired programming instruction into the Scene editor.
Click and drag the desired programming instruction into the myFirstMethod tab. (*)
Click and drag the desired programming instruction into the Procedures tab.
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
(1) Points
(Choose all correct answers)
Text
Object
Direction (*)
Amount (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
2. When you disable a programming instruction, it is still executed when you run the Alice animation. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
3. Which of the following would not be an argument in an Alice programming instruction that commands a person object to move forward 2 meters? Mark for Review
(1) Points
Direction to move
Distance to move forward
Person's height (*)
Number of seconds to execute the programming instruction
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
4. Functions answer questions about an object, such as its height, width, depth and even distance to another object. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. From your Alice lessons, which programming instruction represents the following movement: A cat moves forward double (or twice) the distance to the tree. Mark for Review
(1) Points
this.Cat move forward this.Cat getDistanceTo this.tree + 2.0
this.Cat move Forward this.Cat getDistanceTo this.tree * 2.0 (*)
this.Cat move Forward this.Cat getDistanceTo this.tree / 2.0
this.Cat move Forward this.Cat getDistanceTo this.tree - 2.0
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
6. Which Alice execution task corresponds with the following storyboard statement? <br><br>Cat turns to face mouse. Mark for Review
(1) Points
cat TurnTo mouse
this.mouse turnToFace this.cat
this.cat turnToFace this.mouse (*)
mouse turnTo cat
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
7. In Alice, which of the following arguments could be replaced with a random number? Mark for Review
(1) Points
(Choose all correct answers)
Duration (*)
Direction
Procedure name
Distance (*)
Object name
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
8. In Alice, which procedure is used to assign one object as the vehicle of another? Mark for Review
(1) Points
setVehicle (*)
setObjectVehicle
setClassVehicle
Vehicle
[Correct] Correct
9. In Alice, the setVehicle procedure will associate one object to another. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. What do moving objects provide to your scene? Mark for Review
(1) Points
The sky and ground
The procedures
The action (*)
The non-moving scenery
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
11. Which Alice tool is used to demonstrate the process flow of an animation? Mark for Review
(1) Points
World
Pie chart
Flowchart (*)
Textual storyboard
Visual storyboard
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
12. In Alice, what are the forms of a scenario? Mark for Review
(1) Points
(Choose all correct answers)
A problem to solve. (*)
A system to start.
A task to perform. (*)
A person to help.
A section of code to write.
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
13. From your Alice lessons, inheritance means that the superclass inherits its traits from the subclass. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
14. All objects in Alice have three dimensional coordinates on which axes? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
y (*)
z (*)
w
All of the above
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
15. 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
1. A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
2. In Alice, we use the While control statement to implement the conditional loop. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
3. Consider the following: You want to use the BufferedReader and InputStreamReader classes to get user input from the command line. Which one of the following import statements must you use? Mark for Review
(1) Points
import java.io.input.*;
import java.io.*; (*)
import java.buffer.*;
import java.awt.*;
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
4. In Java, a function is a method that must return a value. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
5. 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
Collision (*)
Keyboard
Position/Orientation
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
6. In Alice it is not possible to transfer a class from one animation to another. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
7. The animation checklist helps you confirm that all elements of the Alice animation are operating as expected. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. The Alice animation should be tested throughout development, not just at the end of the animation's development. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. 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.
10. 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
11. A data type defines the type of procedures a variable can store. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
12. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree? Mark for Review
(1) Points
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree * 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
13. In Alice, which of the following programming statements moves the fish forward, the distance to the rock, minus the depth of the rock? Mark for Review
(1) Points
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish getDepth}
this.Fish move forward {this.Fish getDistanceTo this.Rock - this.Rock getDepth} (*)
this.Rock move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
14. Which is an example of the Boolean variable type? Mark for Review
(1) Points
An object
3
True or False (*)
Hello World
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
15. In Alice, you can access the Java on the side option through which menu option? Mark for Review
(1) Points
Run
Project
Edit
Window (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
1. From your Greenfoot lessons, an instance inherits all of the characteristics of the class, and those characteristics cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
2. A subclass has what kind of relationship to a superclass? Mark for Review
(1) Points
"for-what"
"is-by"
"a-is"
"is-a" (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
3. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. 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
5. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review
(1) Points
True or false response
Integer of steps to move forward (*)
Degrees to turn
String statement
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
6. 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.
7. 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
8. In the Greenfoot IDE, an instance's position is on the x and y coordinates. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. The list below displays components of the Greenfoot source code editor except one. Which one should be removed? Mark for Review
(1) Points
Documentation
Class description
Comments
Instance creator (*)
Method body
[Incorrect] Incorrect. Refer to Section 3 Lesson 3.
10. From your Greenfoot lessons, source code is written in the Code editor. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. Which keyword indicates that Greenfoot needs to create a new object? Mark for Review
(1) Points
new (*)
newObject
addObject
newClass
[Correct] Correct
12. 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
13. What does the following Greenfoot programming statement tell the class to do?
if (Greenfoot.getRandomNumber(100) < 6) { turn(18); } Mark for Review
(1) Points
If a random number is returned that is greater than 6, turn 18 degrees.
If a random number is returned that is less than 6, turn 18 degrees. (*)
Turn 6 degrees, then turn 18 degrees.
If a random number is returned that is less than 6, move 18 steps.
[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. In Greenfoot, you will not receive an error message if your code is incorrect. It will simply not work, and you will have to determine why the code doesn't work. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 4.
1. 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 variable, image1, cannot use the image file, duke12.png.
Image files from 1-119 are associated with image1.
The image file, duke12.png, is assigned to the variable image1. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
2. In Greenfoot, which method is used to end a game? Mark for Review
(1) Points
Greenfoot.stop( ); (*)
Duke.stop( );
Game.stop(1);
Class.stop( );
[Correct] Correct
3. In Greenfoot, a defined variable is a variable that is defined in an instance. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
4. Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. 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.
6. 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.
7. 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.
8. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The gallery
The actor class
The act method (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
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. Greenfoot has tools to record sound. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
11. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review
(1) Points
Greenfoot (*)
World
GreenfootImage
Actor
[Correct] Correct
12. In Greenfoot when you use the method to retrieve input from the user, the scenario will continue to run in the background? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
13. From your Greenfoot lessons, what is a loop? Mark for Review
(1) Points
A statement that executes one segment of code.
A statement that can execute a section of code one time.
A statement that can execute a method multiple times.
A statement that can execute a section of code multiple times. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
14. From your Greenfoot lessons, when do infinite loops occur? Mark for Review
(1) Points
When the loop is executed.
When the end to the code isn't established. (*)
When the end to the act method isn't established.
Only in while loops.
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
15. From your Greenfoot lessons, which symbol represents string concatenation? Mark for Review
(1) Points
Symbol + (*)
Symbol =
Symbol <
Symbol &
[Correct] Correct
1. In Alice, where are objects added and positioned in the scene? Mark for Review
(1) Points
The template
The Code editor
The gallery
The Scene editor (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
2. 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 (*)
Translation
Resize
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
3. In Alice, each class has a set of pre-defined procedures and functions. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. An argument is a value that the procedure uses to complete its task. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. To access the Alice Code editor from the Scene editor, which button do you click? Mark for Review
(1) Points
Edit Code (*)
Code
Access Code Editor
Code Editor
[Correct] Correct
6. Which button is selected in the Alice file menu to save a different version of an animation? Mark for Review
(1) Points
New
Save As... (*)
Open
File
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
7. Which of the following is an example of nesting in an Alice program? Mark for Review
(1) Points
Five Do Together statements are nested inside of a Do In Order statement. (*)
Distance, duration, and direction arguments are nested inside of a procedure.
A move procedure is nested inside of a turn procedure.
Text is nested inside of a comments tile.
[Correct] Correct
8. From your Alice lessons, which of the following are reasons why random numbers would be used by a computer? Mark for Review
(1) Points
(Choose all correct answers)
For simulation. (*)
For creating procedures.
For opening a project.
For security. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
9. Breaking down a problem or process into smaller parts makes it easier to manage. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
10. In Alice, new procedures are declared in the Scene editor. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
11. In Alice, which of the following situations could benefit from declaring a new procedure? Mark for Review
(1) Points
(Choose all correct answers)
A single motion, such as walking, takes up a lot of room in myFirstMethod. (*)
An object needs to move forward, then move up 10 meters.
An object needs to say three statements.
Multiple objects need to use a motion, such as bunnies hopping. (*)
An object does not have a default procedure for a motion, such as swimming. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
12. Which of the following actions would require a control statement to control animation timing? Mark for Review
(1) Points
(Choose all correct answers)
A bird flying. (*)
A fish swimming. (*)
A rock object turning.
A biped object walking. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
13. In Alice, different programming is not required for different objects, because all objects move the same way. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
14. From your Alice lessons, built-in functions provide precise property details for the following areas: Mark for Review
(1) Points
Proximity, size, spatial relation, and point of view. (*)
Proximity and point of view.
Proximity and size.
Distance to and nesting.
[Correct] Correct
15. In Alice, functions are dragged into the control statement, not the procedure. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
1. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree? Mark for Review
(1) Points
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree * 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
2. In Alice, which of the following programming statements moves the fish forward, the distance to the rock, minus the depth of the rock? Mark for Review
(1) Points
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
this.Fish move forward {this.Fish getDistanceTo this.Rock - this.Rock getDepth} (*)
this.Fish move forward {this.Rock getDistanceTo this.Fish - this.Fish getDepth}
this.Rock move forward {this.Rock getDistanceTo this.Fish - this.Fish - 2}
[Incorrect] Incorrect. Refer to Section 2 Lesson 9.
3. When viewing the Java Code on the side in Alice, you can change the Java code directly instead of the Alice code. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
4. 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.
5. A data type defines the type of procedures a variable can store. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
6. Results of arithmetic operations cannot be stored in a variable. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 13.
7. With keyboard controls, you can create Alice animations where the user controls an object that interacts with other objects. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. To save a class to the myClasses directory you do so at the ________ level. Mark for Review
(1) Points
eventListener
Class (*)
Scene
object
[Incorrect] Incorrect. Refer to Section 2 Lesson 11.
9. Which of the following statements about methods is false? Mark for Review
(1) Points
Java does not permit nesting one method definition within another method's definition.
Methods whose return type is not void are required to include a return statement specifying what to return.
The order in which methods are listed within the class is not important.
Classes must be defined directly within a method definition. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
10. Which of the following is not an example of the logic of an IF control structure? Mark for Review
(1) Points
If the play button is pressed, then play the video one time.
Play the video three times. (*)
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
[Incorrect] Incorrect. Refer to Section 2 Lesson 14.
11. In Alice, you must place the control structure in the code editor before adding any code that will go within it. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 8.
12. 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.
13. In Alice, it is not possible to upload the animation directly to YouTube. Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
14. What type of Alice listener object is required to target a mouse-click on any object in the scene, allowing the user to drag that object around the scene when the animation is running? Mark for Review
(1) Points
addMouseListener procedure
addListener procedure
addDefaultModelManipulation procedure (*)
addDefaultManipulation procedure
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
15. From your Alice lessons, at what point in the animation process do you confirm the items on the "Checklist for Animation Completion"? Mark for Review
(1) Points
At the beginning of the animation process.
After adding each procedure to the Code editor.
At the end of the animation process. (*)
During the animation process.
[Incorrect] Incorrect. Refer to Section 2 Lesson 12.
1. 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.
2. 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
3. Which keyword indicates that Greenfoot needs to create a new object? Mark for Review
(1) Points
newObject
new (*)
newClass
addObject
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
4. In Greenfoot, which keyword calls the World superclass? Mark for Review
(1) Points
world
constructor
super (*)
addObject
new
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
5. 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.
6. 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.
7. In Greenfoot, the turn method expects what type of information in its parameters? Mark for Review
(1) Points
Degrees to turn (*)
True or false response
String statement
Parameter void
Integer of steps to move forward
[Correct] Correct
8. 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.
9. 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
10. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review
(1) Points
Curly brackets { } (*)
Asterisks **
Parnetheses ( )
Square brackets [ ]
[Correct] Correct
11. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points
(Choose all correct answers)
Run (*)
Act (*)
Turn
Speed (*)
Move
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
12. In Greenfoot, you must first create an instance before you create a class. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1.
13. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
14. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
15. Which of the following type of audience should you ask to play your Greenfoot game during the testing phase? Mark for Review
(1) Points
Target (*)
Programmer
Primary
Testing
[Correct] Correct
1. From your Greenfoot lessons, what is a loop? Mark for Review
(1) Points
A statement that can execute a section of code multiple times. (*)
A statement that executes one segment of code.
A statement that can execute a section of code one time.
A statement that can execute a method multiple times.
[Correct] Correct
2. From your Greenfoot lessons, which of the following are examples of actions that can be achieved using the while loop? Mark for Review
(1) Points
Create 50 instances of the Fly class.
Call the move method 1 million times.
Call the move and turn methods 10 times.
Create 100 instances of an Actor subclass.
All of the above. (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
3. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The gallery
The actor class
The act method (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
5. 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
6. A collision in Greenfoot is when two actors make contact? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
8. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
9. 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.
10. In Greenfoot, which method is used to add a new instance to a scenario when the world is initialized? Mark for Review
(1) Points
addClass
addInstance
addObject (*)
addWorld
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
11. In Greenfoot, what is the purpose of the variable type? Mark for Review
(1) Points
Defines which class the variable is associated with.
Defines the instance that the variable is associated with.
Defines what kind of data to store in the variable. (*)
Defines the access specifier used with the variable.
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
12. Greenfoot Actor instances get their images from which of the following? Mark for Review
(1) Points
Their class (*)
Their image editor
Their source code
Their methods
[Correct] Correct
13. In Greenfoot, which class has methods that allow you to get the status of the mouse? Mark for Review
(1) Points
Actor
World
Greenfoot (*)
Scenario
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
14. Which method is used to play sound in your Greenfoot game? Mark for Review
(1) Points
getSound method
playSound method (*)
findSound method
importSound method
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
15. In Greenfoot what command would you use to detect if a mouse has been clicked on an actor? Mark for Review
(1) Points
Greenfoot.clicked(this)
Actor.clicked(this)
Greenfoot.mouseClicked(this) (*)
Greenfoot.pressed(this)
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
1. Which of the following actions would require a control statement to control animation timing? Mark for Review
(1) Points
(Choose all correct answers)
A bird flying. (*)
A rock object turning.
A fish swimming. (*)
A biped object walking. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
2. In Alice, which control statement is used to invoke simultaneous movement? Mark for Review
(1) Points
Do In Order
While
Do Together (*)
Variable
Count
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
3. From your Alice lessons, a flowchart could be created in a software program, or documented in a journal. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. In Alice, what are the forms of a scenario? Mark for Review
(1) Points
(Choose all correct answers)
A person to help.
A system to start.
A problem to solve. (*)
A section of code to write.
A task to perform. (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
5. A flowchart is a useful way to illustrate how your Alice animation's characters will look. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
6. From your Alice lessons, what is the purpose of nesting? Mark for Review
(1) Points
To add more procedures to your program.
To add text to your program that tells the viewer what the code does.
To add visual structure to your program. (*)
To add random movements to your program.
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
7. The first step to using a top-down approach to programming is to create a table to align the storyboard steps to the programming instructions. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 4.
8. From your Alice lessons, where on an object do an object's axes intersect? Mark for Review
(1) Points
At the object's center point (*)
At the object's head
At the object's bottom
At the object's chest
[Correct] Correct
9. In Alice, how is a one-shot procedure different from procedures in the Code editor? Mark for Review
(1) Points
One-shot procedures are only available for acting objects, while procedures are available for all objects.
One-shot procedures are available in the Code editor, while procedures are available in the Scene editor.
A one-shot procedure executes only one time to re-position the object, while procedures in the Code editor execute every time the Run button is clicked. (*)
All of the above
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
10. Which of the following is the default control statement in myFirstMethod? Mark for Review
(1) Points
Do In Order (*)
Do Together
Count
Comment
[Correct] Correct
11. The delay procedure in Alice halts an object's motion before the next motion begins. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
12. In Alice, each class has a set of pre-defined procedures and functions. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
13. Functions answer questions about an object, such as its height, width, depth and even distance to another object. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
14. In Alice, functions ask questions about an object. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 7.
15. How do you create a programming instruction in Alice? Mark for Review
(1) Points
Click and drag the desired programming instruction into the Functions tab.
Click and drag the desired programming instruction into the Scene editor.
Click and drag the desired programming instruction into the myFirstMethod tab. (*)
Click and drag the desired programming instruction into the Procedures tab.
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
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