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1.

What Alice tool can be used to diagram the If conditional execution stat
ement?
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 a
nd one false response. True or false
True (*)
4.
From your Alice lessons, a textual storyboard provides a detailed, order
ed 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. Tru
e or false?
True (*)
False
8.
In Alice, functions are dragged into the control statement, not the proc
edure. 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 s
eparate tab. True or false?
True (*)
False
12.
In Alice, a person object inherits its procedures, functions, and proper
ties 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 ca
lculation: 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 (*)
16.

False

Which of the following does not describe variables?

A place in memory where data of a specific type can be stored for later retrieva
l 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 obj
ect?
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 s
tructure?
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 o
r false?
True
False (*)
23.
Which Alice execution task corresponds with the following storyboard sta
tement?
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 dura
tion 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 clas
s?
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 onc
e in a class's source code. True or false?
True
False (*)
31.
In Greenfoot, you must first create an instance before you create a clas
s. True or false?
True
False (*)
32.

From your Greenfoot lessons, an instance inherits all of the characteris

tics 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 wr
ite 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 infinit
e loop from occurring?
I = 100 + i
i=1
i = i
i = i + 1 (*)
37.
on?
Duke
Duke
Duke
Duke

In Greenfoot, which statement is a correct example of string concatenati


duke
duke
duke
duke

=
=
=
=

new Duke(keyNames[i], soundNames[i]);


(keyNames[i], soundNames[i] + ".wav");
new Duke(keyNames[i], soundNames[i] + ".wav"); (*)
(soundNames[i] + ".wav");

38.
From your Greenfoot lessons, which of the following logic operators repr
esents "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 v
ariables 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.
When
When
When
When

Using the Greenfoot IDE, when is a constructor automatically executed?


source code is
a new image is
a new instance
the act method

written.
added to the class.
of the class is created. (*)
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 inco
rrect. It will simply not work, and you will have to determine why the code does
n't work. True or false?
True

False (*)

46.
In the Greenfoot IDE, which of the following is not a property of an ins
tance?
Position
Inherited methods
Scenario name (*)
Defined methods
47.

What does the following Greenfoot programming statement do?

turn(18);
Turn
Turn
Turn
Move
48.
er?

the
the
the
the

object
object
object
object

36
18
18
18

degrees.
degrees. (*)
steps forward.
steps forward.

In the Greenfoot IDE, which of the following are components of a paramet


(Choose all correct answers)

Parameter
Parameter
Parameter
Parameter
Parameter

type (*)
return
name (*)
method
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.

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