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True
False (*)
Incorrect. Refer to Section 2 Lesson 4.
2. Which of the following is not an Alice variable value type?
Color
Decimal Number
Whole Number
Function (*)
Incorrect. Refer to Section 2 Lesson 10.
3. 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
Correct
4. In Alice, which of the following programming statements moves the fish forward,
the distance to the rock, minus the depth of the rock?
Infinite loop
Gallery
Procedure (*)
Scene
Correct
7. The Alice IF control structure requires the false statement to be
populated. True or false?
True
False (*)
Correct
8. All objects in Alice have three dimensional coordinates on which axes?
True
False (*)
Incorrect. Refer to Section 2 Lesson 12.
10. From your Alice lessons, animations should be tested by the
programmer before they are considered complete. True or false?
True (*)
False
Incorrect. Refer to Section 2 Lesson 12.
11. When you
want
specific
code to be
executed
only if
certain
conditions
are met,
what type
of Java
construct
would you
use?
while loop
if (*)
array
boolean
Correct
12. Which of the following statements about methods is false?
True (*)
False
Correct
14. From your Alice lessons, which of the following are types of storyboards?
True (*)
False
Incorrect. Refer to Section 2 Lesson 5.
16. Which of
the
following
actions
would
require a
control
statement
to control
animation
timing?
True (*)
False
Correct
19. Which of the following does not describe variables?
Specifications
Incorrect. Refer to Section 2 Lesson 13.
21. The move
procedure
in Alice
moves an
object in
how many
different
possible
directions?
1
4
3
6 (*)
Correct
22. From your Alice lessons, which programming instruction represents the
following movement: A cat moves forward double (or twice) the distance
to the tree.
Section 3
(Answer all questions in this section)
23. From your Greenfoot lessons, which of the following is an example of a
type of data passed through a parameter?
Methods
Classes
Integers (*)
Scenarios
Correct
24. From the Greenfoot IDE, where are inherited methods located?
orientTo( );
turnAround( );
move ( );
turn( ); (*)
Correct
From your
26. Greenfoot
lessons,
instances
do not
have any
memory.
True or
false?
True
False (*)
Correct
27. From your Greenfoot lessons, which type of constructor can be used to
automate creation of Actor instances?
Animal
World (*)
Actor
Vector
Correct
28. From your Greenfoot lessons, which of the following comparison operators
represents "greater than"?
> (*)
<
==
!=
Correct
29. From your Greenfoot lessons, which axes define an object's position in a
world?
A
I (*)
X
Y
Correct
32. In Greenfoot, when is a local variable most often used?
True
False (*)
Correct
34. In Greenfoot, what happens if the end to a while loop isn't established?
The code will keep executing and will never stop. (*)
The code will execute once and then stop, due to controls in
Greenfoot.
The code will prompt you to enter a loop counter.
The code will not execute.
Correct
35. From your Greenfoot lessons, which of the following is an example of
changing test data during a Q/A test cycle?
which of the
following is
an example
of changing
the
environment
during a Q/A
test cycle?
Use a different operating system. (*)
Use the mouse instead of the keyboard.
Use symbols instead of numbers.
All of the above.
Correct
37. Programming tasks to create a Greenfoot game typically occur in the
following order:
Act method
Documentation (*)
Inspector
If-statement
Correct
40. Using the Greenfoot IDE, which of the following programming
statements tells the object to turn 38 degrees?
move():
move(2);
turn(38); (*)
turn(38):
Correct
From
41. your
Greenfoot
lessons,
how do
you test
that your
code does
not
contain
bugs?
43. In Greenfoot, you must first create an instance before you create a class.
True or false?
True
False (*)
Correct
44. We can use the Actor constructor to automatically create Actor instances
when the Greenfoot world is initialized. True or false?
True
False (*)
Correct
45. From your Greenfoot lessons, where should the stop method be inserted
into the source code?
47. From your Greenfoot lessons, which of the following are examples of
abstraction?
True
False (*)
Correct
49. 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
50. 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 (*)
Incorrect. Refer to Section 3 Lesson 6.