Referen
Referen
(*)
Correct
Mark for
Review
(1) Points
2. From your Alice lessons, variables are fixed and cannot be changed. True or false?
True
False (*)
Incorrect. Refer to Section 2 Lesson 10.
3.
Which of the following is an example of nesting in an Alice
program?
Text is
nested
inside of a
comments
tile.
Distance, duration, and direction arguments are nested inside of a procedure.
A move procedure is nested inside of a turn procedure.
Five Do Together statements are nested inside of a Do In Order statement. (*)
Correct
4.
4. From your
Alice lessons,
complete the
following
sentence:
When coded,
an event
triggers a
___________.
Infinite loop
Gallery
Procedure (*)
Scene
Incorrect. Refer to Section 2 Lesson 11.
5. In Alice,
we use
the WHILE
control
statement
to
implement
the
conditional
loop. True
or false?
True (*)
False
Correct
6. Which of
the
following
is not a
valid
primitive
type in
Java?
boolean
String (*)
long
int
double
Incorrect. Refer to Section 2 Lesson 13.
7. Results of
arithmetic
operations
cannot be
stored in
a variable.
True or
false?
True
False (*)
Correct
8. You have a Class representing Cat. Each Cat can meow, purr, catch mice,
and so on. When you create a new cat, what is it called?
A submethod
A subprogram
An instance (*)
A subclass
A variable class
Incorrect. Refer to Section 2 Lesson 14.
True (*)
False
Correct
10. From
your
Alice
lessons,
built-in
functions
provide
precise
property
details
for the
following
areas:
11. From your Alice lessons, functional decomposition is the process of taking a complex problem or process
and growing it into larger parts that are easier to manage. True or false?
True
False (*)
Incorrect. Refer to Section 2 Lesson 12.
you confirm
the items on
the
"Checklist for
Animation
Completion"?
Before designing the animation.
During and after the animation process. (*)
At the beginning of the animation process.
After adding each procedure to the Code editor.
13. In Alice,
you can
define
your own
procedures
for a class,
but not
your own
functions.
True or
false?
True
False (*)
Correct
14. In Alice, a
computer
program
requires
functions to
tell it how to
perform the
procedure.
True or false?
True
False (*)
Incorrect.
Refer to
Section 2
Lesson 6.
15. In Alice, the
setVehicle
procedure will
associate one
object to
another. True
or false?
True (*)
False
Correct
16. In Alice,
Do In
Order
and Do
Together:
True (*)
False
Correct
18. Before you can begin to develop the animation storyboard, what must be
defined?
The code
The debugging process
The scenario (*)
The control statements
Incorrect. Refer to Section 2 Lesson 5.
19. In Alice, which of the following are benefits of separating out motions into
their own procedures?
21. In Alice,
which of the
following
programming
statements
moves the
cat
backward,
half the
distance to
the bird?
True
False (*)
Correct
24. From your Greenfoot lessons, which axes define an object's position in a
world?
(Choose all correct answers)
x (*)
z
y (*)
w
Correct
25. From your Greenfoot lessons, which programming statement creates a
new Duke object, and places it at x = 120, y = 100 in the world?
Animal
World (*)
Actor
Vector
Correct
27. In Greenfoot, a defined variable is a variable that is defined in an
instance. True or false?
True
False (*)
Incorrect. Refer to Section 3 Lesson 8.
28. Use your Greenfoot knowledge to answer the question: Where are defined
variables typically entered in a class's source code?
In the defined method in the source code.
Between the constructors and methods in the source code.
After the constructors and methods in the source code.
At the top of the source code, before the constructors and methods.
(*)
Incorrect. Refer to Section 3 Lesson 8.
29. Using the Greenfoot IDE, when is a constructor automatically executed?
Size
Color
Image file
Methods
All of the above (*)
Incorrect. Refer to Section 3 Lesson 2.
31. In Greenfoot,
instances
inherit the
characteristics
of the
subclass they
belong to, but
not the
superclass.
True or false?
True
False (*)
Correct
32. In the following Greenfoot method signature, which is the method
name?
void turnLeft()
()
void
turnLeft (*)
Left
orientTo( );
turnAround( );
move ( );
turn( ); (*)
Incorrect. Refer to Section 3 Lesson 2.
34. In Greenfoot, what happens if the condition is false in an if-statement?
True (*)
False
Correct
36. In Greenfoot,
dot notation is
used to call a
_____________
from another
class.
Method (*)
Class
Signature
Parameter
Correct
37. In Greenfoot, objects are created from:
Methods
Classes (*)
Signatures
Parameters
Correct
38. In Greenfoot, you may perform the programming tasks of create and
test many times. True or false?
True (*)
False
Correct
39. In the Greenfoot IDE, what symbols indicate that the variable is an
array?
True
False (*)
Correct
if (&&isDown !
Greenfoot.isKeyDown("d")
)
if (!isDown &&
Greenfoot.isKeyDown("d")
)
if (isDown &&
Greenfoot.isKeyDown("d")
) (*)
if (!Greenfoot.isKeyDown
&& isDown("d") )
Correct
42. Use your Greenfoot knowledge:
An array object holds a single
variable. True or false?
True
False (*)
Incorrect. Refer to Section
3 Lesson 10.
43. From your Greenfoot lessons,
the reset button resets the
scenario back to its initial
position. True or false?
True (*)
False
Correct
44. Which of the following are
examples of a Greenfoot
superclass?
True (*)
False
Correct
46. In Greenfoot,
you will not
receive an error
message if your
code is incorrect.
It will simply not
work, and you
will have to
determine why
the code doesn't
work. True or
false?
True
False (*)
Incorrect.
Refer to
Section 3
Lesson 4.
47. From your
Greenfoot
lessons,
abstraction
techniques can
only be used
once in a class's
source code.
True or false?
True
False (*)
Correct
48. In Greenfoot,
what type of
parameter does
the keyDown
method expect?
String (*)
Boolean
Integer
Method
Incorrect.
Refer to
Section 3
Lesson 7.
49. From your
Greenfoot
lessons, how do
you call a
defined method?
Call the
method
from the act
method. (*)
Call the
method
from the
defined
method.
Write the
method in
the World
superclass.
Write the
method in
the
instance.
Write the
method in
the source
code.
Correct
50. In Greenfoot, a
way to have all
subclasses of a
superclass inherit
a method is by
adding the
method to the
superclass. True
or false?
True (*)
False
Correct