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Jawaban Oracle part 11 1. The Alice If control structure requires the false statement to be populated. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 2 Lesson 8. 2. A conditional loop is a loop that will continue forever. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 2 Lesson 8. 3. Identify an example of an Alice expression. Mark for Review (1) Points "Hello World." IF or WHILE 12 + 15 = 27 (*) None of the above
[Incorrect] Incorrect. Refer to Section 2 Lesson 9. 4. In Alice, which of the following programming statements moves the cat forward the distance to the bird? Mark for Review (1) Points this.Cat move {this.Bird getDistanceTo this.Cat / 2} this.Cat move forward {this.Bird getDistanceTo this.Cat / 2} this.Cat move forward {this.Cat getDistanceTo this.Bird} (*) this.Bird move forward {this.Bird getDistanceTo this.Cat} [Incorrect] Incorrect. Refer to Section 2 Lesson 9. 5. If a value has been assigned to (is stored in) a variable, that value will be overwritten when another value is assigned to the variable using the assignment "=" operator. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 6. What is the result of the following code?
Mark for Review (1) Points
x > y : 0 x y : false x < y : true x > y : x > y x [Correct] Correct 9. In Greenfoot, constructors can be used to create new instances of objects. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 10. Writing more generic statements to handle the creation and positioning of many objects is one Abstraction technique? Mark for Review (1) Points True (*) False
[Correct] Correct 11. In Java what is casting? Mark for Review (1) Points When you remove an object instance. Casting is not possible in Java. When you reset an object instance. When you take an Object of one particular type and turn it into another Object type. (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 12. In Greenfoot modifying an actors constructor to accept an initial speed is a form of abstraction? Mark for Review (1) Points True (*) False [Correct] Correct 13. In Greenfoot, which of the following statements could prevent an infinite loop from occurring? Mark for Review (1) Points i = i i = 100 + i
i=1 i = i + 1 (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 14. Which of the following Greenfoot logic operators represents "not"? Mark for Review (1) Points & ! (*) && = [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 15. From your Greenfoot lessons, when do infinite loops occur? Mark for Review (1) Points Only in while loops. When the loop is executed. When the end to the code isn't established. (*)
When the end to the act method isn't established. [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 1. Defining the scenario, and the Alice animation to represent the scenario, is the first step to programming your animation. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 2. In Alice, if a procedure is declared for a clownFish class, which classes can use the procedure? Mark for Review (1) Points Any class with "Fish" in the class name The clownFish class and Swimmer class ClownFish class (*) The pajamaFish class, clownFish class, and Swimmer class [Incorrect] Incorrect. Refer to Section 2 Lesson 5. 3. 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 4. In an Alice program, which code is executed when the Run button is clicked? Mark for Review (1) Points The one-shot procedures selected in the Scene editor. The code entered in myFirstMethod in the Code editor. (*) The code entered in myMethod in the Code editor. The code entered in the class's procedure in the procedures tab. [Incorrect] Incorrect. Refer to Section 2 Lesson 3. 5. The say procedure in Alice plays an audio file. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 2 Lesson 3. 6. The Alice move procedure contains which arguments? Mark for Review (1) Points
(Choose all correct answers) Object Direction (*) Text Amount (*) [Incorrect] Incorrect. Refer to Section 2 Lesson 3. 7. Which Alice control statement executes a set of procedures simultaneously? Mark for Review (1) Points While Together Do together (*) Do in order [Incorrect] Incorrect. Refer to Section 2 Lesson 4. 8. Which of the following is an example of nesting in an Alice program? Mark for Review (1) Points
Text is nested inside of a comments tile. Five Do Together statements are nested inside of a Do In Order statement. (*) A move procedure is nested inside of a turn procedure. Distance, duration, and direction arguments are nested inside of a procedure. [Incorrect] Incorrect. Refer to Section 2 Lesson 4. 9. Which handle style would be used to rotate an object's sub-part about the x, y, and z axes? Mark for Review (1) Points Default Rotation (*) Resize Translation [Incorrect] Incorrect. Refer to Section 2 Lesson 2. 10. Rings will appear around a sub-part indicating how you can reposition it. True or false? Mark for Review (1) Points True (*) False
[Correct] Correct 11. How do you view the results of procedures entered in the Alice code editor? Mark for Review (1) Points View the procedures in the gallery. Save the scene. Select the Run button. (*) Select the Play button. [Incorrect] Incorrect. Refer to Section 2 Lesson 1. 12. In Alice, a walking motion for a bipedal object can be achieved without the Do Together control statement. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 2 Lesson 6. 13. In Alice, when two objects are synchronized and move together, this means that one object is: Mark for Review (1) Points A vehicle of another (*)
An instance of another A class of another An object of another [Correct] Correct 14. In Alice, when using the getDistanceTo function what menu option would you use to subtract a set value from the distance? Mark for Review (1) Points Random Math (*) Whole to decimal number Custom DecimalNumber [Incorrect] Incorrect. Refer to Section 2 Lesson 7. 15. From your Alice lessons, built-in functions provide precise property details for the following areas: Mark for Review (1) Points Proximity and size. Proximity and point of view.
Proximity, size, spatial relation, and point of view. (*) Distance to and nesting. [Incorrect] Incorrect. Refer to Section 2 Lesson 7. 1. In the Greenfoot IDE, an instance's position is on the x and y coordinates. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 2. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review (1) Points Asterisks ** Parnetheses ( ) Square brackets [ ] Curly brackets { } (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 2.
3. In Greenfoot, the instance has a source code editor. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 4. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 5. In Greenfoot, which of the following methods display an object's orientation? Mark for Review (1) Points (Choose all correct answers) int getRotation() (*) void move() void turn()
int getX() (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 6. From your Greenfoot lessons, where do you review a class's inherited methods? Mark for Review (1) Points Act method Inspector If-statement Documentation (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 7. From your Greenfoot lessons, which of the following is not a step to creating a new subclass? Mark for Review (1) Points Click New subclass... Name the class. Program the class to move forward. (*) Right-click on a superclass. Select an image for the class.
[Incorrect] Incorrect. Refer to Section 3 Lesson 1. 8. An object is an instance of a class. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 9. 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 computer is a subclass of a video game superclass. A rose is a subclass of the flower superclass. (*) A single person is a superclass of the human subclass. [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 10. A subclass has what kind of relationship to a superclass? Mark for Review (1) Points "is-by"
"for-what" "a-is" "is-a" (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 11. From your Greenfoot lessons, Which of the following statements is most correct? Mark for Review (1) Points My program is complete when I add images to it. My program is complete when I add music to it. My program is complete when it runs and I've tested the code. (*) My program is complete when it compiles. [Incorrect] Incorrect. Refer to Section 3 Lesson 4. 12. In Greenfoot, which keyword calls the World superclass? Mark for Review (1) Points constructor addObject super (*)
new world [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 13. From your Greenfoot lessons, which axes define an object's position in a world? Mark for Review (1) Points (Choose all correct answers) x (*) w y (*) z [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 14. Which keyword indicates that Greenfoot needs to create a new object? Mark for Review (1) Points newClass newObject addObject
new (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 15. The Greenfoot method getRandomNumber is used to create predictable behaviour in your scenario Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 1. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________. Mark for Review (1) Points Code method Defined method (*) World method Class method Instance method [Incorrect] Incorrect. Refer to Section 3 Lesson 6. 2. In Greenfoot, defined methods must be used immediately. True or false? Mark
for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 6. 3. Which actor method is used to detect a simple collision? Mark for Review (1) Points isTouching() (*) hasCollided() isInContactWith() hasTouched() isCollision() [Correct] Correct 4. In Greenfoot, what types of values cannot be stored in a local variable? Mark for Review (1) Points World name Objects
Class name Method (*) Integers [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 5. 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. [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 6. 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
[Correct] Correct 7. In Greenfoot what command would you use to detect if a mouse has been clicked on an actor? Mark for Review (1) Points Greenfoot.mouseClicked(this) (*) Greenfoot.pressed(this) Actor.clicked(this) Greenfoot.clicked(this) [Correct] Correct 8. You cannot record unique sounds in Greenfoot. You can only use the sounds that are stored in the Greenfoot library. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 7. 9. Greenfoot has tools to record sound. True or false? Mark for Review (1) Points
True (*) False [Correct] Correct 10. 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 11. What does the following programming statement mean? image1 = new GreenfootImage("duke12.png"); Mark for Review (1) Points 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. [Incorrect] Incorrect. Refer to Section 3 Lesson 8.
12. Using Greenfoot, how do we change the size and resolution of the World instance? Mark for Review (1) Points Edit the methods in the class. Delete the instance. Edit the values in the class's act method. Edit the values in the constructor. (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 8. 13. In Greenfoot, you will never have to cast as we only ever use 2 classes - World and Actor. Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 14. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review (1) Points True (*) False
[Correct] Correct 15. In Greenfoot you can only access the methods of the current class? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 1. In Greenfoot, which of the following methods display an object's orientation? Mark for Review (1) Points (Choose all correct answers) void move() int getRotation() (*) int getX() (*) void turn() [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 2. In Greenfoot, only 10 methods can be written for each class in the Code editor. True or false? Mark for Review (1) Points
True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 3. The list below displays characteristics of a Greenfoot world constructor, except for one. Which one should be removed? Mark for Review (1) Points Has the same name as the name of the class. Executed automatically when a new instance of the class is created. Defines the instance's size and resolution. Has no return type. Has a void return type. (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 4. From your Greenfoot lessons, which of the following comparison operators represents "greater than"? Mark for Review (1) Points < = = > (*)
! = [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 5. Which of the following comparison symbols represents equals? Mark for Review (1) Points = = (*) ! = < > [Correct] Correct 6. In Greenfoot, you can use comparison operators to compare a variable to a random number. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 7. In Greenfoot, the turn method expects what type of information in its parameters? Mark for Review (1) Points
Integer of steps to move forward Degrees to turn (*) Parameter void String statement True or false response [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 8. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review (1) Points Parnetheses ( ) Square brackets [ ] Curly brackets { } (*) Asterisks ** [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 9. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review (1) Points
Integer of steps to move forward (*) Degrees to turn True or false response String statement [Correct] Correct 10. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review (1) Points Add a video (*) Import an image Draw an image Select an image from the Greenfoot library [Correct] Correct 11. When designing a game in Greenfoot, it helps to define the actions that will take place in a textual storyboard. True or false? Mark for Review (1) Points True (*) False
[Correct] Correct 12. A subclass has what kind of relationship to a superclass? Mark for Review (1) Points "a-is" "is-by" "is-a" (*) "for-what" [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 13. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 14. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false? Mark for Review (1) Points True (*)
False [Correct] Correct 15. In Greenfoot, after a subclass is created, what has to occur before instances can be added to the scenario? Mark for Review (1) Points Creation of an instance Editing of source code Compilation (*) Creation of source code [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 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? Mark for Review (1) Points super(300,300,2); (*) Super(300,300,2); world(300, 300, 2); super(2,300,300);
[Correct] Correct 2. In Greenfoot, what is the purpose of the variable type? Mark for Review (1) Points Defines what kind of data to store in the variable. (*) Defines which class the variable is associated with. Defines the instance that the variable is associated with. Defines the access specifier used with the variable. [Correct] Correct 3. What does the following programming statement mean? image1 = new GreenfootImage("duke12.png"); Mark for Review (1) Points 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. (*) The variable, image1, cannot use the image file, duke12.png. Image files from 1-119 are associated with image1. [Incorrect] Incorrect. Refer to Section 3 Lesson 8. 4. In Greenfoot, what types of values cannot be stored in a local variable? Mark for
Review (1) Points Method (*) Class name World name Objects Integers [Correct] Correct 5. Which of the following is not a component of a while loop? Mark for Review (1) Points while keyword if statement (*) Control operator Loop variable Local variable [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 6. From your Greenfoot lessons, what types of values cannot be stored in a local variable? Mark for Review
(1) Points (Choose all correct answers) Integers method (*) Objects Class name World name [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 7. From your Greenfoot lessons, how do you call a defined method? Mark for Review (1) Points Write the method in the instance. Call the method from the act method. (*) Write the method in the World superclass. Write the method in the documentation. Write the method in the Actor class. [Incorrect] Incorrect. Refer to Section 3 Lesson 6.
8. Which one of the following can be used to detect when 2 actors collide? Mark for Review (1) Points isTouching() (*) hasCollided() isCollision() isContact() [Correct] Correct 9. Use your Greenfoot knowledge to answer the question. One reason to write a defined method in a class is to make it easier to read. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 10. What type of parameter does the Greenfoot playSound method expect? Mark for Review (1) Points name of the class (as String)
name of an integer (as int) name of a keyboard key (as String) name of a sound file (as String) (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 7. 11. In Greenfoot, the sound file must be saved in the scenario and written in the source code for it to play. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 12. In Greenfoot, which method would you use to obtain input from the user? Mark for Review (1) Points getText() ask() (*) getInput() input() [Incorrect] Incorrect. Refer to Section 3 Lesson 7.
13. Use your Greenfoot knowldege: If an Actor class Fly has a variable defined to store the current speed, which of the following statements would successfully add a Fly and define the current speed as 2? Mark for Review (1) Points addObject (new Fly(), 150, 150); addObject (new Fly(2, 90), 150, 150); addObject (new Fly(), 2, 150, 150); addObject (new Fly(2), 150, 150); (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 14. From your Greenfoot lessons, which one of the following is an example of when an abstraction technique is used? Mark for Review (1) Points Adding a property to a Class Adding a property to an instance Passing a paramater in a constructor to set an initial speed. (*) Initialising a variable [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 15. In Greenfoot, you can cast an Actor class to a World class? Mark for Review (1) Points
True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 1. From your Greenfoot lessons, a scenario is a game or simulation implemented in Greenfoot. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 2. Which of the following Java syntax is used to correctly create a Bee subclass? Mark for Review (1) Points private class extends Bee public class Bee extends World private class extends Actor private Bee extends World public class Bee extends Animal (*)
[Incorrect] Incorrect. Refer to Section 3 Lesson 1. 3. A subclass has what kind of relationship to a superclass? Mark for Review (1) Points "is-a" (*) "is-by" "a-is" "for-what" [Correct] Correct 4. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review (1) Points A rose is a subclass of the flower superclass. (*) A computer is a subclass of a video game superclass. A dog is a subclass of the cat superclass. A single person is a superclass of the human subclass. [Correct] Correct 5. From your Greenfoot lessons, what are the ways that you can view a class's methods? Mark for Review
(1) Points (Choose all correct answers) In the Greenfoot gallery In the scenario By right-clicking on an instance (*) In the class's documentation (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 6. The list below provides actions you can perform in the Greenfoot code editor except one. Which one should be removed? Mark for Review (1) Points Write and edit source code. Review the online Java Library documentation. (*) Write and edit comments. Write source code to tell the class how to act in the scenario. [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 7. When a program is tested once and it works then testing is complete. Mark for Review (1) Points True
False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 4. 8. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 9. In Greenfoot, the body of the method is located in between which of the following characters? Mark for Review (1) Points Asterisks ** Parnetheses ( ) Square brackets [ ] Curly brackets { } (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 2.
10. In Greenfoot, the instance has a source code editor. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 11. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review (1) Points Import an image Draw an image Add a video (*) Select an image from the Greenfoot library [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 12. Which of the following comparison operators represents "greater than or equal"? Mark for Review (1) Points ! = >= (*) >
= = [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 13. The list below displays characteristics of a Greenfoot world constructor, except for one. Which one should be removed? Mark for Review (1) Points Has no return type. Has a void return type. (*) Defines the instance's size and resolution. Has the same name as the name of the class. Executed automatically when a new instance of the class is created. [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 14. In Greenfoot, a semicolon is not necessary at the end of a method that uses dot notation. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 5.
15. From your Greenfoot lessons, which axes define an object's position in a world? Mark for Review (1) Points (Choose all correct answers) y (*) z w x (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 1. In Greenfoot, constructors can be used to create new instances of objects. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 2. Which Greenfoot control operator is used to test if two values are equal? Mark for Review (1) Points != operator
== operator (*) >= operator = operator [Incorrect] Incorrect. Refer to Section 3 Lesson 8. 3. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class? setImage (new GreenfootImage("Bee01.png")); Mark for Review (1) Points GreenfootImage setImage new Bee01.png (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 8. 4. In Greenfoot, the sound file must be saved in the scenario and written in the source code for it to play. True or false? Mark for Review (1) Points True (*) False
[Correct] Correct 5. In Greenfoot, which class has methods that allow you to get the status of the mouse? Mark for Review (1) Points Actor World Scenario Greenfoot (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 7. 6. Greenfoot has tools to record sound. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 7. From your Greenfoot lessons, what types of values cannot be stored in a local variable? Mark for Review (1) Points (Choose all correct answers) World name
Objects Class name method (*) Integers [Incorrect] Incorrect. 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 variables or expressions and returns a result that is true if either 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 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. [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 9. Which of the following Greenfoot logic operators represents "not"? Mark for Review (1) Points
= ! (*) && & [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 10. 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. 11. Writing more generic statements to handle the creation and positioning of many objects is one Abstraction technique? Mark for Review (1) Points True (*) False [Correct] Correct 12. In Java what is casting? Mark for Review
(1) Points Casting is when we remove an object from the world Casting is when we want to tell the java compiler that a class we are accessing is really another type of class (*) Casting is when we reset the state of an instance. Casting is when we change the coordinates of an actor [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 13. Defined methods are methods that are only created by the Greenfoot development team? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 6. 14. In Greenfoot, which of the following statement is true about Defined Methods? Mark for Review (1) Points A defined method is automatically executed once created. A defined method is only relevant to the Greenfoot Development team.
A defined method must be called by your source code, normally in the Act method. (*) A defined method only relates to the World class. [Incorrect] Incorrect. Refer to Section 3 Lesson 6. 15. In reference to Greenfoot, if the following method was defined in a superclass, public void turnAtEdge(){ ... } all subclasses of the superclass will inherit the method. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 1. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 2. From your Greenfoot lessons, what are the ways that you can view a class's methods? Mark for Review (1) Points
(Choose all correct answers) In the Greenfoot gallery In the scenario In the class's documentation (*) By right-clicking on an instance (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 3. From your Greenfoot lessons, where do you review a class's inherited methods? Mark for Review (1) Points Act method Documentation (*) Inspector If-statement [Incorrect] Incorrect. Refer to Section 3 Lesson 3. 4. In Greenfoot, which of the following is the correct notation for calling a method for an instance of a class? Mark for Review (1) Points
Method-name.object-name(parameters); object-name.method-name(parameters); (*) Method-name.object-name; class-name.method-name(parameters); [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 5. Which of the following comparison symbols represents equals? Mark for Review (1) Points < = = (*) > ! = [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 6. Read the following method signature. Using your Greenfoot experience, what does this method do? public static int getRandomNumber (int limit) Mark for Review (1) Points Returns a random number less than 10. Returns a random coordinate position in the world.
Returns a random number for instances in the animal class only. Returns a random number between zero and the parameter limit. (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 7. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances? Mark for Review (1) Points Animal Vector World (*) Actor [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 8. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false? Mark for Review (1) Points True (*) False [Correct] Correct
9. Which of the following demonstrates a Greenfoot subclass/superclass relationship? Mark for Review (1) Points A computer is a subclass of a video game superclass. A dog is a subclass of the cat superclass. A rose is a subclass of the flower superclass. (*) A single person is a superclass of the human subclass. [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 10. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 11. An object is an instance of a class. True or false? Mark for Review (1) Points True (*) False
[Correct] Correct 12. In Greenfoot, the move method expects what type of information in its parameters? Mark for Review (1) Points Integer of steps to move forward (*) True or false response Degrees to turn String statement [Correct] Correct 13. In the Greenfoot IDE, an instance's position is on the x and y coordinates. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 14. A variable is also known as a ____________. Mark for Review (1) Points Syntax
Field (*) Class Method Instance [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 15. In Greenfoot, methods can be called in the act method. When the Act button is clicked in the environment, the methods in the method body of the act method are executed. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 1. In Greenfoot, you can cast an Actor class to a World class? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 2. 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. 3. In Greenfoot you can only access the methods of the current class? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 9. 4. Which method is used to play sound in your Greenfoot game? Mark for Review (1) Points playSound method (*) getSound method importSound method findSound method
[Correct] Correct 5. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review (1) Points Greenfoot (*) World GreenfootImage Actor [Correct] Correct 6. In Greenfoot, what type of parameter does the isKeyDown method expect? Mark for Review (1) Points Boolean String (*) Integer Method [Incorrect] Incorrect. Refer to Section 3 Lesson 7. 7. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________. Mark for Review (1) Points
Class method Code method World method Instance method Defined method (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 6. 8. 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] Correct 9. To execute a method in your Greenfoot game, where is it called from? Mark for Review (1) Points The gallery The actor class
The act method (*) The world [Incorrect] Incorrect. Refer to Section 3 Lesson 6. 10. In the Greenfoot IDE, what symbols indicate that the variable is an array? Mark for Review (1) Points Colon : Semicolon ; Square brackets [ ] (*) Curly brackets { } [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 11. Which of the following is not a component of a while loop? Mark for Review (1) Points if statement (*) Loop variable Local variable Control operator
while keyword [Correct] Correct 12. In Greenfoot, what happens if the end to a while loop isn't established? Mark for Review (1) Points The code will keep executing and will never stop. (*) The code will prompt you to enter a loop counter. The code will execute once and then stop, due to controls in Greenfoot. The code will not execute. [Correct] Correct 13. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class? setImage (new GreenfootImage("Bee01.png")); Mark for Review (1) Points Bee01.png (*) setImage new GreenfootImage
[Correct] Correct 14. Which operator is used to test if values are equal? Mark for Review (1) Points == (*) !> > < [Correct] Correct 15. In Greenfoot, we typically 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 (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 8. 1. 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 (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 5. 2. An if-else statement executes its first code block if a condition is true, and its second code block if a condition is false, but not both. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 3. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 4. Which of the following comparison symbols represents equals? Mark for Review (1) Points = = (*) >
< ! = [Correct] Correct 5. In Greenfoot, the Run button repeatedly executes all of the programming statements in the class's act method in sequential order until the pause button is clicked. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 6. In Greenfoot, after a subclass is created and compiled, you cannot edit the subclass's source code. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 7. In Greenfoot, which of the following are execution controls? Mark for Review (1) Points (Choose all correct answers)
Move Act (*) Speed (*) Turn Run (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 1. 8. Which of the following are examples of default superclasses that are present in a new Greenfoot scenario? Mark for Review (1) Points (Choose all correct answers) Cat Dog Parrot World (*) Actor (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 1.
9. Which of the following is an incorrectly written programming statement? Mark for Review (1) Points turn(25); move(): (*) move(2); turn(2); [Incorrect] Incorrect. Refer to Section 3 Lesson 4. 10. In Greenfoot, which of the following options are not possible when associating an image file with an instance? Mark for Review (1) Points Select an image from the Greenfoot library Import an image Add a video (*) Draw an image [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 11. An instance variable can be saved and accessed later, even if the instance no longer exists. True or false? Mark for Review (1) Points True
False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 12. A variable is also known as a ____________. Mark for Review (1) Points Syntax Class Method Field (*) Instance [Incorrect] Incorrect. Refer to Section 3 Lesson 2. 13. Using the Greenfoot IDE, only five instances can be added to a scenario. True or false? Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 2.
14. An if-statement requires which type of information returned from the condition? Mark for Review (1) Points True or false (*) Method Action Integer [Correct] Correct 15. From your Greenfoot lessons, source code is written in the Code editor. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 1. From your Greenfoot lessons, the isKeyDown method is located in which class? Mark for Review (1) Points Actor Greenfoot (*)
GreenfootImage World [Incorrect] Incorrect. Refer to Section 3 Lesson 7. 2. In Greenfoot you can interact with the scenario using a mouse. Mark for Review (1) Points True (*) False [Correct] Correct 3. In Greenfoot, you can only interact with the scenario using a keyboard. Mark for Review (1) Points True False (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 7. 4. Which keyword is used to add an actor to a Greenfoot world? Mark for Review (1) Points addObject (*)
new add super [Correct] Correct 5. Using the Greenfoot IDE, when is a constructor automatically executed? Mark for Review (1) Points When a new instance of the class is created. (*) When the act method is executed. When source code is written. When a new image is added to the class. [Correct] Correct 6. Using Greenfoot, how do we change the size and resolution of the World instance? Mark for Review (1) Points Edit the methods in the class. Edit the values in the constructor. (*) Edit the values in the class's act method.
Delete the instance. [Incorrect] Incorrect. Refer to Section 3 Lesson 8. 7. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 8. In Java what is casting? Mark for Review (1) Points When you take an Object of one particular type and turn it into another Object type. (*) When you reset an object instance. When you remove an object instance. Casting is not possible in Java. [Correct] Correct 9. 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. 10. 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] Correct 11. In the Greenfoot IDE, any new methods you create are written in the class's source code. True or false? Mark for Review (1) Points True (*) False [Correct] Correct 12. A collision in Greenfoot is when two actors make contact? Mark for Review (1) Points True (*)
False [Correct] Correct 13. How would the following sentence be written in Greenfoot source code? If Bee is turning, and the keyboard key "d" is down... Mark for Review (1) Points if (!Greenfoot.isKeyDown && isTurning("d") ) if (isTurning && Greenfoot.isKeyDown("d") ) (*) if (!isTurning && Greenfoot.isKeyDown("d") ) if (&&isTurning ! Greenfoot.isKeyDown("d") ) [Incorrect] Incorrect. Refer to Section 3 Lesson 10. 14. In Greenfoot, when is a local variable most often used? Mark for Review (1) Points Within loop constructs (*) Within the act method Within the scenario Within the world constructor
[Correct] Correct 15. In Greenfoot, what happens if the end to a while loop isn't established? Mark for Review (1) Points The code will prompt you to enter a loop counter. The code will execute once and then stop, due to controls in Greenfoot. The code will not execute. The code will keep executing and will never stop. (*) [Incorrect] Incorrect. Refer to Section 3 Lesson 10.