Section 2
1. In computing, a textual storyboard is called a source code: a list of actions to perform a task or solve a problem. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 1.
2. In Alice, which of the following programming statements moves the cat backward, half the distance to the bird? Mark for Review
(1) Points
this.Cat move backward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}
this.Bird move forward {this.Bird getDistanceTo this.Cat / 2}
this.Cat move backward {this.Cat getDistanceTo this.Bird / 2} (*)
[Correct] Correct
3.
Expressions with relational operators produce true and false values. True or false?
Mark for Review
(1) Points
True (*)
False
[Correct] Correct
4. A typical application uses various values and these values continuously change while the program is running. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
5. In Alice, which of the following are benefits of separating out motions into their own procedures? Mark for Review
(1) Points
(Choose all correct answers)
It makes the animation easier to run.
It makes the scene easier to view.
It simplifies code and makes it easier to read. (*)
It allows many objects of a class to use the same procedure. (*)
It can allow subclasses of a superclass to use a procedure. (*)
[Correct] Correct
Section 2
6. In Alice, procedural abstraction is the concept of making code easier to understand and reuse. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
7. 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
8. From your Alice lessons, variables are fixed and cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
9. From your Alice lessons, what can be used as a guideline to ensure your animation fulfills animation principles? Mark for Review
(1) Points
The Internet
Animation checklist (*)
A close friend
None of the above
[Correct] Correct
10. From your Alice lessons, number, boolean, String and object are all examples of variable types. True or false? Mark for Review
(1) Points
True (*)
False
[Incorrect] Incorrect. Refer to Section 2 Lesson 8.
Section 2
11. Which of the following is not an example of the logic of an IF control structure? Mark for Review
(1) Points
Play the video three times. (*)
If the play button is pressed, then play the video one time.
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
[Correct] Correct
12. Main is an example of what in the following code?
public static void main (String[] args) {
System.out.println{"Hello World!");
} Mark for Review
(1) Points
An instance
A method (*)
A class
A variable
[Incorrect] Incorrect. Refer to Section 2 Lesson 10.
13. A complete Alice instruction includes which of the following components? Mark for Review
(1) Points
(Choose all correct answers)
Image
Class
Procedure (*)
Direction (*)
Amount (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 3.
14. In Alice, which of the following instructions roll the Blue Tang fish left 1 meter? Mark for Review
(1) Points
this.blueTang roll Left 1.0 (*)
this.blueTang Left 1.0
this.blueTang Left 1
this.blueTang roll Left 1
[Correct] Correct
15. From your Alice lessons, random numbers are set in the distance and duration arguments in a procedure. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
Section 2
16. From your Alice lessons, what is a one-shot procedural method? Mark for Review
(1) Points
A procedure that is invoked when the Run button is clicked.
A procedure that is used to make a scene adjustment. (*)
A procedure that is dragged into the code editor.
A procedure that is used to launch the program.
[Correct] Correct
17. From your Alice lessons, an instance's properties cannot be modified. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 2 Lesson 2.
18. From your Alice lessons, saving multiple versions of an Alice animation scene is unimportant, because it does not save time. It actually wastes time. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
19. What Alice tool can be used to diagram the If conditional execution statement? Mark for Review
(1) Points
Cause and effect diagram
Process flow diagram (*)
Conditional flow diagram
[Incorrect] Incorrect. Refer to Section 2 Lesson 6.
20. From your Alice lessons, the If control structure can process one true and one false response. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
Section 2
21. The Alice If control structure requires the false statement to be populated. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
22. In Alice, which of the following arguments are available to further refine an object's movements? Mark for Review
(1) Points
(Choose all correct answers)
Object
Distance (*)
Duration (*)
Delay
[Incorrect] Incorrect. Refer to Section 2 Lesson 5.
23. From your Alice lessons, where should comments be placed? Mark for Review
(1) Points
Above each set of programming statements. (*)
At the end of the program.
In the scene editor.
In their own procedure.
[Correct] Correct
24. In Alice, once procedures are added to a control statement, they cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
25. In Alice, functions are dragged into the control statement, not the procedure. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
Section 3
26. 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 rose is a subclass of the flower superclass. (*)
A computer is a subclass of a video game superclass.
A single person is a superclass of the human subclass.
[Correct] Correct
27. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points
(Choose all correct answers)
Run (*)
Act (*)
Speed (*)
Move
Turn
[Correct] Correct
28. 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 (*)
[Correct] Correct
29. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances? Mark for Review
(1) Points
Animal
World (*)
Actor
Vector
[Incorrect] Incorrect. Refer to Section 3 Lesson 5.
30. From your Greenfoot lessons, classes can only use the methods they have inherited. They cannot use methods from other classes. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
Test: Java Fundamentals Mid Term Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Section 3
31. From your Greenfoot lessons, how do you test that your code does not contain bugs? Mark for Review
(1) Points
Write the code.
Inspect the instances.
Review the documentation.
Compile the code. (*)
[Correct] Correct
32. From your Greenfoot lessons, which line of code is missing something?
Mark for Review
(1) Points
1
3 (*)
4
5
6
[Correct] Correct
33. In Greenfoot, you may perform the programming tasks of create and test many times. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
34. Greenfoot does not have tools to record sound. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
35. In Greenfoot, which method checks if a key on the keyboard has been pressed? Mark for Review
(1) Points
keyPress method
keyUp method
keyDown method (*)
keyClick method
[Incorrect] Incorrect. Refer to Section 3 Lesson 7.
Section 3
36. 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
37. When you re-initialize a scenario, Greenfoot automatically displays an instance of the World subclass in the scenario. True or false? Mark for Review
(1) Points
True (*)
False
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
38. In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 8.
39. In Greenfoot, a local variable is declared at the beginning of a class. True or false? Mark for Review
(1) Points
True
False (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 10.
40. In Greenfoot, what is a common letter used for the loop variable? Mark for Review
(1) Points
A
I (*)
X
Y
[Correct] Correct
Section 3
41. In Greenfoot, which of the following statements could prevent an infinite loop from occurring? Mark for Review
(1) Points
I = 100 + i
i=1
i = i
i = i + 1 (*)
[Correct] Correct
42. Use your Greenfoot knowledge to answer the question. One reason to write a defined method in a class is to change the behavior of the class. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
43. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The act method (*)
The actor class
The gallery
[Incorrect] Incorrect. Refer to Section 3 Lesson 6.
44. In Greenfoot, defined methods must be used immediately. True or false? Mark for Review
(1) Points
True
False (*)
[Correct] Correct
45. In the Greenfoot IDE, which of the following is not a property of an instance? Mark for Review
(1) Points
Position
Inherited methods
Scenario name (*)
Defined methods
[Incorrect] Incorrect. Refer to Section 3 Lesson 2.
Section 3
46. What does the following Greenfoot programming statement do?
turn(18); Mark for Review
(1) Points
Turn the object 36 degrees.
Turn the object 18 degrees. (*)
Turn the object 18 steps forward.
Move the object 18 steps forward.
[Correct] Correct
47. What type of Greenfoot method would be used to turn an object? Mark for Review
(1) Points
orientTo( );
turnAround( );
move ( );
turn( ); (*)
[Correct] Correct
48. 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.
49. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review
(1) Points
True (*)
False
[Correct] Correct
50. In Greenfoot, what happens if the condition is false in an if-statement? Mark for Review
(1) Points
The programming statements are executed.
The if-statement is executed.
The act method is deleted.
The programming statements are not executed. (*)
[Correct] Correct
1. What Alice tool can be used to diagram the If conditional execution statement?
Cause and effect diagram
Process flow diagram (*)
Conditional flow diagram
2. A conditional loop is a loop that will continue forever. True or false?
True False (*)
3. From your Alice lessons, the If control structure can process one true and one false response. True or false
True (*)
4. From your Alice lessons, a textual storyboard provides a detailed, ordered list of the actions each object performs in each scene of the animation. True or false?
True (*) False
5. Identify an example of an Alice expression.
"I feel happy."
If or Where
3x3=9 (*)
None of the above
6. In Alice, Do In Order and Do Together:
Are move statements
Are control statements (*)
Are complex statements
None of the above
7. In Alice, the vehicle property will associate one object to another. True or false?
True (*) False
8. In Alice, functions are dragged into the control statement, not the procedure. True or false?
True False (*)
9. Do In Order and Do Together are the only control statements available in Alice. True or false?
True False (*)
10. In Alice, objects inherit the characteristics of their:
Code
Project
Class (*)
Program
11. In Alice, when a new procedure is declared, its motions are coded in a separate tab. True or false?
True (*) False
12. In Alice, a person object inherits its procedures, functions, and properties from which of the following classes? (Choose all correct answers)
Object subclass
Biped class (*)
Quadruped class
Person subclass (*)
13. From your Alice lessons, variables are fixed and cannot be changed. True or false?
True False (*)
14. Define the value of the variable LapCount based on the following math calculation: LapCount + 10 = 15
2
4
5 (*)
15
10
15. A variable is a named location inside the computer's memory; once there, the information can be retrieved and changed. True or false?
True (*) False
16. Which of the following does not describe variables?
A place in memory where data of a specific type can be stored for later retrieval and use.
Has a unique name.
Has a type associated with it.
Arranged in rows and columns. (*)
17. A typical application uses various values and these values continuously change while the program is running. True or false?
True (*) False
18. Which of the following is a procedure to precisely position an Alice object?
Move
Turn
Roll
MoveToward
All of the above (*)
19. All objects in Alice have three dimensional coordinates on which axes? (Choose all correct answers)
x (*)
y (*)
z (*)
w
All of the above
20. From your Alice lessons, how do you add an instance to a scene in Alice?
Select the instance from your computer's network.
Write code that places the instance in the scene.
Select the class, then drag the object into the scene. (*)
Call the addObject method.
21. Which of the following is not an example of the logic of an IF control structure?
Play the video three times. (*)
If the play button is pressed, then play the video one time.
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
22. Each parameter is listed with its name first, then its data type. True or false?
True False (*)
23. Which Alice execution task corresponds with the following storyboard statement?
Cat turns to face mouse.
this.mouse turnToFace this.cat
mouse turnTo cat
this.cat turnToFace this.mouse (*)
cat TurnTo mouse
24. In Alice, which of the following procedures make an object say something?
talk
speak
say (*)
audible
25. From your Alice lessons, random numbers are set in the distance and duration arguments in a procedure. True or false?
True (*) False
26. In Greenfoot, what type of parameter does the keyDown method expect?
String (*)
Boolean
Integer
Method
27. From your Greenfoot lessons, the keyDown method is located in which class?
Actor
Greenfoot (*)
GreenfootImage
World
28. From your Greenfoot lessons, if the condition in an if-statement is true, the first code segment is executed. True or false?
True (*) False
29. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false?
True (*) False
30. From your Greenfoot lessons, abstraction techniques can only be used once in a class's source code. True or false?
True False (*)
31. In Greenfoot, you must first create an instance before you create a class. True or false?
True False (*)
32. From your Greenfoot lessons, an instance inherits all of the characteristics of the class, and those characteristics
cannot be changed. True or false?
True False (*)
33. 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.
34. Use your Greenfoot knowledge to answer the question. One reason to write a defined method in a class is to change the behavior
of the class. True or false?
True (*) False
35. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________.
Class method
Instance method
Defined method (*)
World method
Code method
36. In Greenfoot, which of the following statements could prevent an infinite loop from occurring?
I = 100 + i
i=1
i = i
i = i + 1 (*)
37. In Greenfoot, which statement is a correct example of string concatenation?
Duke duke = new Duke(keyNames[i], soundNames[i]);
Duke duke = (keyNames[i], soundNames[i] + ".wav");
Duke duke = new Duke(keyNames[i], soundNames[i] + ".wav"); (*)
Duke duke = (soundNames[i] + ".wav");
38. From your Greenfoot lessons, which of the following logic operators represents "and"?
&
&& (*)
=
!
39. We can use the Actor constructor to automatically create Actor instances when the Greenfoot world is initialized. True or false?
True False (*)
40. 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. (*)
41. Using the Greenfoot IDE, when is a constructor automatically executed?
When source code is written.
When a new image is added to the class.
When a new instance of the class is created. (*)
When the act method is executed.
42. From your Greenfoot lessons, which axes define an object's position in a world?
(Choose all correct answers)
x (*)
z
y (*)
w
43. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or false?
True (*) False
44. From your Greenfoot lessons, which of the following comparison operators represents "greater than"?
> (*)
<
= =
! =
45. 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 (*)
46. In the Greenfoot IDE, which of the following is not a property of an instance?
Position
Inherited methods
Scenario name (*)
Defined methods
47. What does the following Greenfoot programming statement do?
turn(18);
Turn the object 36 degrees.
Turn the object 18 degrees. (*)
Turn the object 18 steps forward.
Move the object 18 steps forward.
48. In the Greenfoot IDE, which of the following are components of a parameter?
(Choose all correct answers)
Parameter type (*)
Parameter return
Parameter name (*)
Parameter method
Parameter void
49. From your Greenfoot lessons, what is incorrect in this code example:
setLocation(getX(), (int) (altitude);
Spacing
Capitalization
Parenthesis (*)
Comma
50. In Greenfoot, in which programming task are the objects identified?
Define the problem.
Design the solution.
Program the solution. (*)
Test the solution.
Section 2
1. Which of the following is not a step in the Alice animation development process? Mark for Review
(1) Points
Sell the animation (*)
Define the scenario
Run the animation
Design a storyboard
Program the animation
Correct
2. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree? Mark for Review
(1) Points
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree * 2}
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
Correct
3. From your Alice lessons, the If control structure can process one true and one false response. True or false? Mark for Review
(1) Points
True (*)
False
Correct
4. In Alice, we use the While control statement to implement the conditional loop. True or false? Mark for Review
(1) Points
True (*)
False
Correct
5. A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false? Mark for Review
(1) Points
True (*)
False
Section 2
6. In Alice, procedural abstraction is the concept of making code easier to understand and reuse. True or false? Mark for Review
(1) Points
True (*)
False
Correct
7. In Alice, if a procedure is declared for MyClownFish, which classes can use the procedure? Mark for Review
(1) Points
MyClownFish class and MySwimmer class
MyClownFish class (*)
MyPajamaFish class, MyClownFish class, and MySwimmer class
Any class with "Fish" in the class name
Incorrect. Refer to Section 2 Lesson 4.
8. In Alice, which of the following are benefits of separating out motions into their own procedures? Mark for Review
(1) Points
(Choose all correct answers)
It makes the animation easier to run.
It makes the scene easier to view.
It simplifies code and makes it easier to read. (*)
It allows many objects of a class to use the same procedure. (*)
It can allow subclasses of a superclass to use a procedure. (*)
Incorrect. Refer to Section 2 Lesson 4.
9. In Alice, which of the following instructions move the Blue Tang fish forward 2 meters? Mark for Review
(1) Points
this.blueTang move Forward 0.2
this.blueTang move Forward 2
this.blueTang move Backward 2
this.blueTang move Forward 2.0 (*)
Correct
10. From your Alice lessons, the Do In Order control statement is also referred to by what other name? Mark for Review
(1) Points
Sequence control
Sequential control (*)
Control order
Order control
Incorrect. Refer to Section 2 Lesson 3.
Section 2
11. In Alice, which of the following procedures play a sound? Mark for Review
(1) Points
playSound
playAudio (*)
playSoundFile
playFile
Incorrect. Refer to Section 2 Lesson 3.
12. From your Alice lessons, the "Checklist for Animation Completion" does not ask questions about the scenario and storyboards, because these are not valid parts of the animation creation process. True or false? Mark for Review
(1) Points
True
False (*)
Correct
13. From your Alice lessons, when coding for keyboard control, the programmer's job is to consider at least 70% of every key stroke the user could take. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 8.
14. From your Alice lessons, you can run the animation to test that it works properly. True or false? Mark for Review
(1) Points
True (*)
False
Incorrect. Refer to Section 2 Lesson 8.
15. Expressions with relational operators produce true and false values. True or false?
Mark for Review
(1) Points
True (*)
False
Correct
16. Which of the following does not describe variables? Mark for Review
(1) Points
A place in memory where data of a specific type can be stored for later retrieval and use.
Has a unique name.
Has a type associated with it.
Arranged in rows and columns. (*)
Correct
17. From your Alice lessons, a Do Together statement embedded with two move statements is an example of what? Mark for Review
(1) Points
Harmony
Compilation
Forward thinking
Nesting (*)
Incorrect. Refer to Section 2 Lesson 5.
18. In Alice, once procedures are added to a control statement, they cannot be changed. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 5.
19. Do In Order and Do Together are the only control statements available in Alice. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 2 Lesson 5.
20. From your Alice lessons, built-in functions provide precise property details for the following areas: Mark for Review
(1) Points
Proximity and size
Distance to and nesting
Proximity, size, spatial relation, and point of view (*)
Proximity and point of view
Correct
21. Which of the following is not an example of the logic of an IF control structure? Mark for Review
(1) Points
Play the video three times. (*)
If the play button is pressed, then play the video one time.
If the doorbell rings, then the door opens.
If the bird rings the bell, a treat is dispensed.
Correct
22. Which of the following statements about methods is false? Mark for Review
(1) Points
Classes must be defined directly within a method definition. (*)
Methods whose return type is not void are required to include a return statement specifying what to return.
The order in which methods are listed within the class is not important.
Java does not permit nesting one method definition within another method's definition.
Incorrect. Refer to Section 2 Lesson 10.
23. From your Alice lessons, how do you add an instance to a scene in Alice? Mark for Review
(1) Points
Select the instance from your computer's network.
Write code that places the instance in the scene.
Select the class, then drag the object into the scene. (*)
Call the addObject method.
Correct
24. All objects in Alice have three dimensional coordinates on which axes? Mark for Review
(1) Points
(Choose all correct answers)
x (*)
y (*)
z (*)
w
All of the above
Incorrect. Refer to Section 2 Lesson 2.
25. From your Alice lessons, what is a one-shot procedural method? Mark for Review
(1) Points
A procedure that is invoked when the Run button is clicked.
A procedure that is used to make a scene adjustment. (*)
A procedure that is dragged into the code editor.
A procedure that is used to launch the program.
Correct
Section 3
26. Which of the following Java syntax is used to correctly create a Duke subclass? Mark for Review
(1) Points
private Dog extends World
public class Dog extends World
public class Duke extends Animal (*)
private class extends Actor
private class extends Duke
Correct
27. In Greenfoot, a subclass is a specialization of a superclass. True or false? Mark for Review
(1) Points
True (*)
False
Correct
28. From your Greenfoot lessons, source code is written in the code editor. True or false? Mark for Review
(1) Points
True (*)
False
Correct
29. In Greenfoot, a variable can be saved and accessed later, even if the instance no longer exists. True or false? Mark for Review
(1) Points
True
False (*)
Correct
30. What does the following Greenfoot programming statement do?
turn(18); Mark for Review
(1) Points
Turn the object 36 degrees.
Turn the object 18 degrees. (*)
Turn the object 18 steps forward.
Move the object 18 steps forward.
Correct
Section 3
31. In the Greenfoot IDE, which of the following are components of a parameter? Mark for Review
(1) Points
(Choose all correct answers)
Parameter type (*)
Parameter return
Parameter name (*)
Parameter method
Parameter void
Incorrect. Refer to Section 3 Lesson 2.
32. From your Greenfoot lessons, abstraction techniques can only be used once in a class's source code. True or false? Mark for Review
(1) Points
True
False (*)
Correct
33. From your Greenfoot lessons, which of the following are examples of abstraction? Mark for Review
(1) Points
(Choose all correct answers)
Playing a range of sounds when keyboard keys are pressed. (*)
A single instance displays a single image.
Assigning a different keyboard key to each instance. (*)
Programming a single movement for a single instance.
Assigning a different image file to each instance. (*)
Incorrect. Refer to Section 3 Lesson 9.
34. Greenfoot does not have tools to record sound. True or false? Mark for Review
(1) Points
True
False (*)
Correct
35. What type of parameter does the Greenfoot playSound method expect? Mark for Review
(1) Points
name of a sound file (as String) (*)
name of an integer (as int)
name of a keyboard key (as String)
name of the class (as String)
Incorrect. Refer to Section 3 Lesson 7.
Section 3
36. From your Greenfoot lessons, which line of code is missing something?
Mark for Review
(1) Points
1
3 (*)
4
5
6
Incorrect. Refer to Section 3 Lesson 12.
37. From your Greenfoot lessons, which of the following is an example of changing test data during a Q/A test cycle? Mark for Review
(1) Points
Use a different operating system.
Use the mouse instead of the keyboard.
Use symbols instead of numbers. (*)
All of the above.
Incorrect. Refer to Section 3 Lesson 12.
38. From your Greenfoot lessons, dot notation allows you to use a method from a different class, if the class you are programming does not possess the method. True or false? Mark for Review
(1) Points
True (*)
False
Correct
39. Use you Greenfoot knowledge: What range of numbers does the following method return?
Greenfoot.getRandomNumber(30) Mark for Review
(1) Points
A random number between 1 and 30.
A random number between 0 and 30.
A random number between 0 and 29. (*)
A random number between 1 and 29.
Incorrect. Refer to Section 3 Lesson 5.
40. From your Greenfoot lessons, classes can only use the methods they have inherited. They cannot use methods from other classes. True or false? Mark for Review
(1) Points
True
False (*)
Correct
Section 3
41. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? Mark for Review
(1) Points
True (*)
False
Correct
42. Use your Greenfoot knowledge: An array object holds a single variable. True or false? Mark for Review
(1) Points
True
False (*)
Correct
43. In Greenfoot, a local variable is declared at the beginning of a class. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 10.
44. From your Greenfoot lessons, which of the following logic operators represents "and"? Mark for Review
(1) Points
&
&& (*)
=
!
Correct
45. Use your Greenfoot knowledge to answer the question. One reason to write a defined method in a class is to change the behavior of the class. True or false? Mark for Review
(1) Points
True (*)
False
Correct
Section 3
46. To execute a method in your Greenfoot game, where is it called from? Mark for Review
(1) Points
The world
The act method (*)
The actor class
The gallery
Correct
47. In Greenfoot, a way to have all subclasses of a superclass inherit a method is by adding the method to the superclass. True or false? Mark for Review
(1) Points
True (*)
False
Correct
48. We can use the Actor constructor to automatically create Actor instances when the Greenfoot world is initialized. True or false? Mark for Review
(1) Points
True
False (*)
Incorrect. Refer to Section 3 Lesson 8.
49. Use your Greenfoot knowledge to answer the question: Where are defined variables typically entered in a class's source code? Mark for Review
(1) Points
In the defined method in the source code.
Between the constructors and methods in the source code.
After the constructors and methods in the source code.
At the top of the source code, before the constructors and methods. (*)
Correct
50. In Greenfoot, we can use the act method in the class to automatically create the Actor instances when the world is initialized. True or false? Mark for Review
(1) Points
True
False (*)
Correct
MIDTERM
1. Examinethefollowing code. What are thevariables?
args
n (*)
i (*)
t
2. In Java, whichsymbolisusedtoassignonevaluetoanother?
<
>
= (*)
//
3. Alice usesbuilt-inmathoperators; they are:
Addandsubtract
Multiplyand divide
All of theabove (*)
None of theabove
4. In Alice, functions are draggedintothe control statement, nottheprocedure. True or false?
True False (*)
5. Fromyour Alice lessons, whereshouldcommentsbeplaced?
Aboveeach set of programmingstatements. (*)
At the end of the program.
In the scene editor.
In theirownprocedure.
6. An Alice objectcanmove in fourdirections. True or false?
True False (*)
7. Fromyour Alice lessons, comments do notaffectthefunctionality or behavior of objects. True or false?
True (*) False
8. In Alice, inheritancemeansthatthesuperclassinheritsitstraitsfromthesubclass. True or false?
True False (*)
9. In Alice, declaring a newproceduretoshorten code andmake it easiertoreadis a procedural abstractiontechnique. True or false
True (*) False
10. In Alice, a personobjectinheritsitsprocedures, functions, andpropertiesfromwhich of thefollowingclasses
Objectsubclass
Biped class (*)
Quadrupedclass
Personsubclass (*)
11. A scenariogivesthe Alice animation a purpose. True or false
True (*) False
12. Fromyour Alice lessons, randomnumbers are set in thedistanceanddurationarguments in a procedure. True or false
True (*) False
13. In Alice, which of thefollowinginstructions turn the Blue Tangfishrightone half of a meter?
this.blueTang turn Right 5
this.blueTang turn Right 0.5 (*)
blueTang turn Right 5
blueTang turn Right 0.5
14. The moveproceduremoves an object in howmanydifferentpossibledirections
1
4
3
6 (*)
15. A loopcanbe infinite (continue forever) or conditional (stopsupon a condition). True or false?
True (*) False
16. In Alice, weusetheWhile control statementtoimplementtheconditionalloop. True or false?
True (*) False
17. A conditionalloopis a loopthatwill continue forever. True or false?
True False (*)
18. The valuethat a variableholds must be a wholenumber, not a decimal. True or false?
True False (*)
19. Fromyour Alice lessons, whatcanbeused as a guidelinetoensureyouranimationfulfillsanimationprinciples
The Internet
Animationchecklist (*)
A closefriend
None of theabove
20. An Alice event isconsideredwhat?
A party with at least 20 people
An object'sorientation
Errorhandling
A keystroke or mouse click (*)
21. Besidesinvoking a procedure, anotherwaytopreciselyposition an Alice objectistoentervalues in the x, y, and z coordinates in thePositionproperty. True or false
True (*) False
22. Fromyour Alice lessons, whatis a one-shot procedural method?
A procedurethatisinvokedwhentheRunbuttonisclicked.
A procedurethatisusedtomake a scene adjustment. (*)
A procedurethatisdraggedintothe code editor.
A procedurethatisusedtolaunchthe program.
23. Fromyour Alice lessons, how do youadd an instanceto a scene in Alice?
Select theinstancefromyourcomputer'snetwork.
Write code thatplacestheinstance in the scene.
Select theclass, then drag theobjectintothe scene. (*)
CalltheaddObjectmethod.
24. Whenyouwant specific code tobeexecutedonlyifcertainconditions are met, whattype of Java construct wouldyouuse
whileloop
if (*)
array
boolean
25. What do lines 7, 10 and 13 do in thefollowing code?
Export filescalled A, B, and num3.
Create a single file containing A, B, andthevalue of num3.
Print "A", "B" andthevalue of num3 on thescreen. (*)
None of theabove.
26. FromyourGreenfootlessons, abstractiontechniquescanonlybeusedonce in a class'ssource code. True or false?
True False (*)
27. FromyourGreenfootlessons, which of thefollowing are examples of abstraction?
Playing a range of soundswhenkeyboardkeys are pressed. (*)
A single instancedisplays a single image.
Assigning a differentkeyboardkeytoeachinstance. (*)
Programming a single movement for a single instance.
Assigning a differentimage file toeachinstance. (*)
28. In Greenfoot, a constructor has a voidreturntype. True or false
True False (*)
29. FromyourGreenfootlessons, whatistheparameter of thefollowing constructor thatcreates a newimage, anddesignates it tothe Actor class?
setImage (newGreenfootImage("duke100.png
setImage
GreenfootImage
duke100.png (*)
new
30. UseyourGreenfootknowledgetoanswerthequestion: Where are definedvariablestypicallyentered in a class'ssource code
In thedefinedmethod in thesource code.
Betweentheconstructorsandmethods in thesource code.
Aftertheconstructorsandmethods in thesource code.
At the top of thesource code, beforetheconstructorsandmethods. (*)
31. In Greenfoot, a variablecanbesavedandaccessedlater, eveniftheinstance no longerexists. True or false ?
True False (*)
32. FromyourGreenfootlessons, when a methodneedsadditional data toperform a task, this data comesfromparameters. True or false?
True (*) False
33. In theGreenfoot IDE, whichtype of variableallowsinstancestostoreinformation
Methodvariable
Instancevariable (*)
Classvariable
World variable
34. FromyourGreenfootlessons, how do youcall a definedmethod?
Callthemethodfromthe act method. (*)
Callthemethodfromthedefinedmethod.
Writethemethod in the World superclass.
Writethemethod in theinstance.
Writethemethod in thesource code.
35. To execute a method in yourGreenfoot game, whereis it calledfrom?
The world
The act method (*)
The actor class
The gallery
36. FromyourGreenfootlessons, tosavespace in the act method, youcanwrite an entirelynewmethodbelow it, called a _____________.
Classmethod
Instancemethod
Definedmethod (*)
World method
Code method
37. Whichmethodisusedto play sound in yourGreenfoot game
getSoundmethod
findSoundmethod
playSoundmethod (*)
importSoundmethod
38. In Greenfoot, whichmethodchecksif a key on thekeyboardhasbeenpressed
keyPressmethod
keyUpmethod
keyDownmethod (*)
keyClickmethod
39. In theGreenfoot IDE, whatsymbols indicate thatthevariableis an array?
Square brackets [ ] (*)
Curlybrackets { }
Semicolon ;
Colon :
40. In Greenfoot, which of thefollowingstatementscouldprevent an infinite loopfromoccurring?
I = 100 + i
i=1
i = i
i = i + 1 (*)
41. In Greenfoot, whathappensifthe end to a whileloopisn'testablished?
The code willkeepexecutingandwillnever stop. (*)
The code will execute onceandthen stop, duetocontrols in Greenfoot.
The code will prompt youtoenter a loopcounter.
The code willnot execute.
42. In Greenfoot, in whichprogramming task are theobjectsidentified
Definethe problem.
Design thesolution.
Program thesolution. (*)
Test thesolution.
43. UseyourGreenfootskillstoanswerthequestion. Whatisincorrect in this code?
Spacingmissing
Curly brace missing
Parenthesismissing (*)
Commamissing
44. FromyourGreenfootlessons, a problem statementdefinesthepurpose for your game. True or false
True (*) False
45. FromyourGreenfootlessons, where do youreview a class'sinheritedmethods
Act method
Documentation (*)
Inspector
If-statement
46. FromyourGreenfootlessons, theresetbuttonresetsthescenario back toitsinitialposition. True or false?
True (*) False
47. Which of thefollowing Java syntaxisusedtocorrectly create a Duke subclass
private Dog extends World
public class Dog extends World
public class Duke extends Animal (*)
private classextends Actor
private classextends Duke
48. When a Greenfoot code segment isexecuted in an if-statement, each line of code isexecuted in sequentialorder. True or false? True (*) False
49. In a Greenfootif-elsestatement, iftheconditionistrue, theif-statementisexecuted, andthentheelse-statementisexecuted. True or false
True False (*)
50. Readthefollowingmethodsignature. UsingyourGreenfootexperience, whatdoesthismethod do?
public static intgetRandomNumber (intlimit)
Returns a randomnumberlessthan 10.
Returns a random coordinate position in theworld.
Returns a randomnumberbetween zero andparameterlimit. (*)
Returns a randomnumber for instances in the animal classonly.