Test: Creating a World, Animating Actors, and Ending a Game: Quiz
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer. Section 1 (Answer all questions in this section)
1. In Greenfoot, which method body correctly adds an instance of the World to a scenario, with size x = 300 y = 300 and a resolution of 2 pixels per cell? a. world(300, 300, 2); b. Super(300,300,2); c. super(2,300,300); d. super(300,300,2); (*) 2.
A constructor is executed once in the course of a Greenfoot scenario. True or false? a. True b. False (*)
3. Which of the following Greenfoot programming statements creates a new instance of Duke, and places him at x = 140, y = 130 in the world a. addObject(new( ), 140, 130); b. addObject(new Duke( ), 140, 130); (*) c. new(addObject(Duke ), 140, 130); d. new(Duke( ) 140, 130); 4.
Which keyword is used to add an actor to a Greenfoot world? a. addObject b. add c. new (*) d. super
5.
Which of the following is the correct syntax for declaring a variable in Greenfoot? (Choose all correct answers) a. public variable-type variable-name; (*) b. private variable-name, variable-type; c. public variable-name variable type; d. private variable-type variable-name; (*)
6.
In Greenfoot, what is the purpose of the variable type a. Defines the access specifier used with the variable. b. Defines what kind of data to store in the variable. (*) c. Defines which class the variable is associated with. d. Defines the instance that the variable is associated with.
7.
Which operator is used to test if values are equal a. < b. == (*) c. > d. !>
8.
In Greenfoot, the == operator is used to test if two values are equal. True or false a. True (*) b. False
9. The GreenfootImage class enables Greenfoot actors to maintain their visible image by holding an object of type GreenfootImage. True or false a. True (*) b. False
10.
What does the following programming statement mean? image1 = new GreenfootImage("duke12.png οΎ”);
a. b. c. d. 11.
The variable, image1, cannot use the image file, duke12.png. The image file, duke12.png, has just been drawn and imported into the scenario. The image file, duke12.png, is assigned to the variable image1. (*) Image files from 1-119 are associated with image1.
In Greenfoot, which method is used to end a game? a. Class.stop( ); b. Greenfoot.stop( ); (*) c. Duke.stop( ); d. Game.stop(1);
12.
Where can we review the available classes and methods in Greenfoot, including the stop method? a. Class menu b. Object menu c. Class Application Programmers' Interface (API) d. Greenfoot Application Programmers' Interface (API) (*)
1. From your Greenfoot lessons, which of the following are examples of actions that can be achieved using the while loop?
Create 50 instances of the Duke 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. (*)
2. Which of the following is not a component of a while loop?
Mark for Review (1) Points
Local variable Control operator Loop variable if statement (*) while keyword Incorrec t. Refer to Section 3 Lesson 10. 3. If an end to a while loop is not established, what happens?
Mark for Review (1) Points
The code stops after 10 executions. The code stops after 20 executions. The condition becomes false after one minute of executions. The code executes and does not stop. (*) Incorrec t. Refer to Section 3 Lesson 10. 4. Infinite loops are a common cause of errors in programming. True or false?
Mark for Review (1) Points
True (*) False Correct 5. An array is an object that holds multiple methods. True or false?
Mark for Review (1) Points
True False (*) Incorrec t. Refer to Section 3 Lesson 10. 6. In Greenfoot, arrays are a way to hold and access multiple variables, and assign different values to new instances each time the while loop executes and produces a new instance. True or false?
Mark for Review (1) Points
True (*) False Incorrec t. Refer to Section 3 Lesson 10. 7. Which of the following Greenfoot logic operators represents "not"?
&
Mark for Review (1) Points
&& = ! (*) Incorrec t. Refer to Section 3 Lesson 10. 8. In the Greenfoot IDE, what does the AND operator (&&) do?
Mark for Review (1) Points
Compares two boolean values, and returns a boolean value which is true if and only if both of its operands are true. (*) Compares two boolean values, and returns a boolean value which is true if and only if one of its operands are true. Compares two boolean values and returns a boolean value which is true if either one of the operands is true. Compares two boolean variables or expressions and returns a result that is true if either of its operands are true. Incorrec t. Refer to Section 3 Lesson
10. 9. In Greenfoot, a local variable is declared at the beginning of a class. True or false?
Mark for Review (1) Points
True False (*) Correct 10. In Greenfoot, what types of values cannot be stored in a local variable?
Mark for Review (1) Points
Class name Objects Integers World name Method (*) Correct 11. In Greenfoot, string concatenation reduces the number of redundant characters or phrases you need to type into each array. True or false?
Mark for Review (1) Points
True (*) False Incorrec t. Refer to Section 3 Lesson 10. 12. Which of the following is an example of string concatenation?
Mark for Review (1) Points
Instead of entering ".png" after each image file name, add && ".png" after the imageName value in the programming statement. Instead of entering ".png" after each image file name, add = ".png" after the imageName value in the programming statement. Instead of entering ".png" after each image file name, add + ".png" after the imageName value in the programming statement. (*) Instead of entering ".png" after each image file name, add ".png" after the imageName value in the programming statement. 1From . your Greenfo ot lessons , the ________ __ control structur e is used to compar e and make a decisio n. Conditional (*)
Repetition Obsolete Rewind Incorrect. Refer to Section 3 Lesson 12. 2. From your Greenfoot lessons, the __________ control structure is often referred to as loops.
Mark for Review (1) Points
Conditional Repetition (*) Obsolete Rewind Correct 3. The construct listed below is described as a __________________. /** * Get value and store in variable */
Mark for Review (1) Points
Method Comment (*) Variable Assignment Instruction Correct 4. The construct listed below is described as a __________________. termvar = scanterm.nextLine();
Method Comment Variable Assignment (*) Instruction Incorrect. Refer to Section 3 Lesson 12. 5.
Mark for Review (1) Points
What is wrong with the following line of code? System.out.println(termvar + '; '+ termdef);
Mark for Review (1) Points
There are parenthesis instead of brackets. There are parenthesis instead of curly braces. There are single quotes instead of double quotes. (*) The command is incorrectly capitalized. Nothing is wrong with the code. Incorrect. Refer to Section 3 Lesson 12. 6. Which line of code contains a syntax error?
Mark for Review (1) Points
2 3 (*) 4 5 6 Incorrect. Refer to Section 3 Lesson 12. 7. In which step to create a Greenfoot game do you find and resolve errors in the game?
Mark for Review (1) Points
Define the problem Design the solution Program the solution Test the solution (*)
Incorrect. Refer to Section 3 Lesson 12. 8. In which step to create a Greenfoot game is the solution implemented?
Mark for Review (1) Points
Define the problem Design the solution Program the solution (*) Test the solution Incorrect. Refer to Section 3 Lesson 12. 9. From your Greenfoot lessons, which of the following are examples of Q/A test variations?
Mark for Review (1) Points
Change the environment, change the programmer, change the execution Change the execution, change the data, change the environment (*) Change the environment, change the execution, change the language All of the above. Incorrect. Refer to Section 3 Lesson 12. 10. The variations listed below are examples of changing what part of Q/A testing? Input numbers when characters are expected Input characters when numbers are expected Input symbols
Change the environment Change the execution Change the data (*)
Mark for Review (1) Points