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1. An Alice event is considered what? (1) Points A party with at least 20 people.

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An object's orientation. Error handling. A keystroke or mouse click. (*) Incorrect. Refer to Section 2 Lesson 11. 2. In Alice, which of the following is the most likely situation where procedural abstraction could be used? Mark for Review (1) Points Five dogs all need to bark and run at the same time. (*) One fish needs to swim forward 1 meter. Two fish say something to each other. One person moves up 10 meters. Correct 3. What does a visual storyboard help the reader understand? (1) Points (Choose all correct answers) The components of the scene. (*)

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How the initial scene will be set up. (*) The actions that will take place. (*) The code that is debugged. Incorrect. Refer to Section 2 Lesson 5. 4. Defining the scenario, and the Alice animation to represent the scenario, is the first step to programming your animation. True or false? (1) Points True (*) False

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Correct 5. 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 6. In Alice, we can avoid object collision using what? (1) Points Slowing movements down.

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Using math operators. (*) Downloading the Alice 3 collision detector app. Using object detection. Incorrect. Refer to Section 2 Lesson 9. 7. From your Alice lessons, random numbers are numbers generated by the user with a pattern in their sequence. True or false? (1) Points True

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False (*) Incorrect. Refer to Section 2 Lesson 4. 8. What is the purpose of a function in Alice? (1) Points To define how the object should execute a task. To compute and answer a question about an object. (*) To position the object in the Scene editor.

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To save the project. Incorrect. Refer to Section 2 Lesson 3. 9. Which of the following programming instructions commands the fish to continuously move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark? (1) Points

(*)

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Incorrect. Refer to Section 2 Lesson 10. 10. Define the value of the variable LapCount based on the following math calculation: LapCount + 10 = 15 (1) Points 2

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4 5 (*) 15 10 11. In Alice, functions are dragged into the control statement, not the procedure. True or false? Mark for Review (1) Points True False (*) Correct 12. In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, and time duration. True or false? (1) Points True (*)

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False Correct 13. In Alice, Do In Order and Do Together: (1) Points Are move statements

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Are control statements (*) Are complex statements None of the above Correct 14. In Alice, a computer program requires functions to tell it how to perform the procedure. True or false? (1) Points True

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False (*) Incorrect. Refer to Section 2 Lesson 6. 15. What should you refer to for the animation's design specifications as you program your Alice animation? (1) Points Code

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Scene editor Storyboard (*) Scenario Correct 16. From your Alice lessons, if you examined a science process that had many steps, which of the following is a way that you could apply functional decomposition to this process? for Review (1) Points 1. Present the problem as an animation. 2. Further refine and define the tasks needed for each high level step. 3. Identify the high level steps for the science concept. 1. Identify the detailed steps for the science concept. 2. Present the problem as an animation. 1. Present the problem as an animation. 1. Identify the high level steps for the science concept. 2. Further refine and define the tasks needed for each high level step.

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3. Present the problem as an animation. (*) Correct 17. Expressions with relational operators produce true and false values. True or false? Mark for Review (1) Points True (*) False Incorrect. Refer to Section 2 Lesson 13. 18. 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. (*) Incorrect. Refer to Section 2 Lesson 13. 19. From your Alice lessons, what is a one-shot procedural method? Review (1) Points A procedure that is invoked when the Run button is clicked.

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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. Incorrect. Refer to Section 2 Lesson 2. 20. In Alice, we use the WHILE control statement to implement the conditional loop. True or false? (1) Points True (*) False

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Incorrect. Refer to Section 2 Lesson 8. 21. If you want one message to display if a user is below the age of 18 and a different message to display if the user is 18 or older, what type of construct would you use? Review (1) Points

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for all loop do loop while loop if (*) Incorrect. Refer to Section 2 Lesson 14. 22. When you want specific code to be executed only if certain conditions are met, what type of Java construct would you use? (1) Points while loop

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if (*) array boolean Incorrect. Refer to Section 2 Lesson 14. Section 3 (Answer all questions in this section) image below is an example of what construct?

Mark for Review (1) Points Method

23. In Greenfoot, the

Conditional (*) Variable Assignment Class Incorrect. Refer to Section 3 Lesson 12. 24. From your Greenfoot lessons, which of the following is an example of changing the environment 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. 25. From your Greenfoot lessons, what is incorrect in this code example: setLocation(getX(), (int) (altitude); Mark for Review (1) Points Spacing Capitalization Parenthesis (*) Comma Incorrect. Refer to Section 3 Lesson 12. 26. In Greenfoot, you can use comparison operators to compare a variable to a random number. True or false? (1) Points True (*) False

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Correct 27. From your Greenfoot lessons, which of the following is not a characteristic of a static method? Mark for Review (1) Points Belongs to a class itself Belongs to an instance itself (*) Available for other classes to use with dot notation Signature contains the word static Is a method Correct 28. From your Greenfoot lessons, which axes define an object's position in a world? Mark for Review (1) Points (Choose all correct answers) x (*) z y (*) w Incorrect. Refer to Section 3 Lesson 5. 29. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances? (1) Points Animal

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World (*) Actor Vector Incorrect. Refer to Section 3 Lesson 5.

30. Which of the following type of audience should you ask to play your Greenfoot game during the testing phase? (1) Points Testing

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Target (*) Primary Programmer Incorrect. Refer to Section 3 Lesson 4. 31. Using the Greenfoot IDE, which of the following programming statements tells the object to turn 38 degrees? (1) Points move():

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move(2); turn(38); (*) turn(38): Incorrect. Refer to Section 3 Lesson 4. 32. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? (1) Points True (*)

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False Correct 33. 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? (1) Points True (*) False Incorrect. Refer to Section 3 Lesson 6.

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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? Review (1) Points True

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False (*) Incorrect. Refer to Section 3 Lesson 6. 35. 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 scenario In the class's documentation (*) By right-clicking on an instance (*) In the Greenfoot gallery Incorrect. Refer to Section 3 Lesson 3. 36. From your Greenfoot lessons, which of the following methods return the current rotation of the object? Mark for Review (1) Points World getClass() World getWorld() int getRotation() (*) getXY() Incorrect. Refer to Section 3 Lesson 3. 37. 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. Refer to Section 3 Lesson 2. 38. From your Greenfoot lessons, to view the methods that a class inherits, open the code editor and select documentation from the Tools menu. True or false? (1) Points True (*)

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False Correct 39. From your Greenfoot lessons, instances do not have any memory. True or false? Mark for Review (1) Points True False (*) Incorrect. Refer to Section 3 Lesson 2. 40. In the Greenfoot IDE, which type of variable allows instances to store information? Mark for Review (1) Points Method variable Instance variable (*) Class variable World variable Incorrect. Refer to Section 3 Lesson 2. 41. In Greenfoot, what is a common letter used for the loop variable? (1) Points A I (*) X Y

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Correct 42. How would the following sentence be written in Greenfoot source code? If Duke's leg is down, and the keyboard key "d" is down... (1) Points if (&&isDown ! Greenfoot.isKeyDown("d") )

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if (!isDown && Greenfoot.isKeyDown("d") ) if (isDown && Greenfoot.isKeyDown("d") ) (*) if (!Greenfoot.isKeyDown && isDown("d") ) Incorrect. Refer to Section 3 Lesson 10. 43. From your Greenfoot lessons, which of the following logic operators represents "and"? Mark for Review (1) Points & && (*) = ! Incorrect. Refer to Section 3 Lesson 10. 44. In Greenfoot, which statement is a correct example of string concatenation? Mark for Review (1) Points 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"); Incorrect. Refer to Section 3 Lesson 10. 45. Which method is used to play sound in your Greenfoot game? Review (1) Points

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getSound method findSound method playSound method (*) importSound method Correct 46. In Greenfoot, which of the following are execution controls? (1) Points (Choose all correct answers) Run (*)

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Act (*) Speed (*) Move Turn Incorrect. Refer to Section 3 Lesson 1. 47. 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 48. 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("duke100.png")); (1) Points

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setImage GreenfootImage duke100.png (*) new Incorrect. Refer to Section 3 Lesson 8. 49. In Greenfoot, actor constructors can be used to create images or values and assign them to the variables. True or false? (1) Points True (*)

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False Incorrect. Refer to Section 3 Lesson 8. 50. Specific to the Greenfoot IDE, which of the following stop methods is written correctly? Mark for Review (1) Points stop.Greenfoot( ); Greenfoot(stop); Greenfoot.stop( ); (*) Greenfoot.stop(key); Incorrect. Refer to Section 3 Lesson 8.

Test: Java Fundamentals Midterm Exam Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer. Section 2 (Answer all questions in this section) 1.A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false?

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True (*) False Correct 2.Which of the following would not be an argument in an Alice programming instruction that commands a person object to move forward 2 meters?

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Number of seconds to execute the programming instruction Direction to move Distance to move forward Person's height (*) Correct 3.In Alice, the setVehicle procedure will associate one object to another. True or false?

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True (*) False Incorrect. Refer to Section 2 Lesson 6. 4.In Alice, a computer program requires functions to tell it how to perform the procedure. True or false?

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True False (*) Incorrect. Refer to Section 2 Lesson 6. 5.In Alice, Do In Order and Do Together:

Are move statements Are control statements (*) Are complex statements None of the above

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Correct 6. Which of the following is not a type of event listener in Alice? (1) Points Scene Activation/Time

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Cursor (*) Keyboard Mouse Position/Orientation Incorrect. Refer to Section 2 Lesson 11. 7. 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 8. In Alice, we can avoid object collision using what? (1) Points Slowing movements down.

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Using math operators. (*) Downloading the Alice 3 collision detector app. Using object detection. Incorrect. Refer to Section 2 Lesson 9. 9. Alice objects move relative to the orientation of the person viewing the animation. True or false? (1) Points True False (*)

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Incorrect. Refer to Section 2 Lesson 2. 10. In Alice, declaring a new procedure to shorten code and make it easier to read is a procedural abstraction technique. True or false? (1) Points True (*)

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False Correct 11. From your Alice lessons, a flowchart could be created in a software program, or documented in a journal. True or false? (1) Points True (*)

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False Correct 12. In Alice, objects inherit the characteristics of their: (1) Points Code

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Project Class (*) Program Incorrect. Refer to Section 2 Lesson 5. 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. Refer to Section 2 Lesson 4. 14. 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?

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Review (1) Points True (*) False Correct 15. From your Alice lessons, animations should be tested by the programmer before they are considered complete. True or false? (1) Points True (*)

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False Correct 16. Java programs can be simple programs that run from the command line, or they can have complex graphical user interfaces. True or false? (1) Points True (*)

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False Correct 17. If you need to repeat a group of Java statements many times, which Java construct should you use? Mark for Review (1) Points (Choose all correct answers) repeat...until do while loop (*) while loop (*) if Incorrect. Refer to Section 2 Lesson 14. 18. From your Alice lessons, which programming instruction represents the following movement: A turtle moves forward half the distance to the flower. Review (1) Points this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 2.0 (*) this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 0.5 this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 1.0

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this.Turtle move Forward this.Turtle getDistanceTo this.Flower * 2 Incorrect. Refer to Section 2 Lesson 7. 19. Which of the following is not a relational operator? (1) Points <

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// (*) > = Correct 20. In Java, which symbol is used to assign one value to another? Review (1) Points <

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> = (*) // Correct 21. Which of the following programming instructions commands the fish to continuously move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark? (1) Points

(*)

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Correct 22. A variable is a named location inside the computer's memory; once there, the information can be retrieved and changed. True or false? (1) Points True (*)

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False Correct Section 3 (Answer all questions in this section) constructors can be used to create new instances of objects. True or false? Review (1) Points True (*) False Incorrect. Refer to Section 3 Lesson 8.

23. In Greenfoot, Mark for

24. When you re-initialize a scenario, Greenfoot automatically displays an instance of the World subclass in the scenario. True or false? (1) Points True (*)

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False Correct 25. In Greenfoot, actor constructors can be used to create images or values and assign them to the variables. True or false? (1) Points True (*)

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False Correct Section 3 (Answer all questions in this section) checks if a key on the keyboard has been pressed? (1) Points keyPress method

26. In Greenfoot, which method Mark for Review

keyUp method keyDown method (*) keyClick method Incorrect. Refer to Section 3 Lesson 7. 27. Use your Greenfoot skills to answer the question. What is incorrect in this code?

Mark for Review (1) Points Spacing missing

Curly brace missing Parenthesis missing (*) Comma missing Correct 28. In Greenfoot, in which programming task are the objects identified? for Review (1) Points Define the problem.

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Design the solution. Program the solution. (*) Test the solution. Incorrect. Refer to Section 3 Lesson 12. 29. 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 execution. Change the data. All of the above. (*) Correct 30. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false? (1) Points True (*)

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False Correct Section 3 (Answer all questions in this section)

31. In Greenfoot, instances inherit

the characteristics of the subclass they belong to, but not the superclass. True or false? Mark for Review (1) Points True

False (*) Incorrect. Refer to Section 3 Lesson 2. 32. From your Greenfoot lessons, when a method needs additional data to perform a task, this data comes from parameters. True or false? (1) Points True (*)

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False Correct 33. From the Greenfoot IDE, where are inherited methods located?

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Review (1) Points In the computer network In the Greenfoot image gallery In the Scene editor In the documentation (*) Incorrect. Refer to Section 3 Lesson 2. 34. From your Greenfoot lessons, to view the methods that a class inherits, open the code editor and select documentation from the Tools menu. True or false? Review (1) Points True (*)

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False Correct 35. From your Greenfoot lessons, a comparison operator returns what value when a number meets its requirement? (1) Points 0 VOID 1 (*) NULL

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Incorrect. Refer to Section 3 Lesson 5. 36. Read the following method signature. Using your Greenfoot experience, what does this method do? public static int getRandomNumber (int limit) (1) Points Returns a random number less than 10.

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Returns a random coordinate position in the world. Returns a random number between zero and parameter limit. (*) Returns a random number for instances in the animal class only. Incorrect. Refer to Section 3 Lesson 5. 37. 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? (1) Points True

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False (*) Incorrect. Refer to Section 3 Lesson 5. 38. From your Greenfoot lessons, what can methods belong to? Review (1) Points (Choose all correct answers) Galleries

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Classes (*) Scenarios Objects (*) All of the above Incorrect. Refer to Section 3 Lesson 5. 39. How would the following sentence be written in Greenfoot source code? If Duke's leg is down, and the keyboard key "d" is down... (1) Points if (&&isDown ! Greenfoot.isKeyDown("d") ) if (!isDown && Greenfoot.isKeyDown("d") )

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if (isDown && Greenfoot.isKeyDown("d") ) (*) if (!Greenfoot.isKeyDown && isDown("d") ) Incorrect. Refer to Section 3 Lesson 10. 40. Use your Greenfoot knowledge: An array object holds a single variable. True or false? Mark for Review (1) Points True False (*) Correct 41. From your Greenfoot lessons, which of the following logic operators represents "and"? Mark for Review (1) Points & && (*) = ! Incorrect. Refer to Section 3 Lesson 10. 42. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false? Mark for Review (1) Points True (*) False Incorrect. Refer to Section 3 Lesson 10. 43. From your Greenfoot lessons, an instance inherits all of the characteristics of the class, and those characteristics cannot be changed. True or false? (1) Points True

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False (*) Incorrect. Refer to Section 3 Lesson 1. 44. From your Greenfoot lessons, to create a new instance of the Duke class, you right-click on the class, then select which of the following commands in the class menu?

Mark for Review (1) Points New subclass... Set image... new Duke() (*) Inspect Remove Correct 45. From your Greenfoot lessons, in an if-statement, the programming statements written in curly brackets are executed simultaneously. True or false? (1) Points True

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False (*) Correct 46. From your Greenfoot lessons, if the condition in an if-statement is true, the first code segment is executed. True or false? (1) Points True (*)

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False Incorrect. Refer to Section 3 Lesson 3. 47. 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 48. When designing a game in Greenfoot, it helps to define the actions that will take place in a textual storyboard. True or false? (1) Points

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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? (1) Points True (*)

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False Incorrect. Refer to Section 3 Lesson 6. 50. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________. (1) Points Class method Instance method Defined method (*) World method Code method Incorrect. Refer to Section 3 Lesson 6.

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1.From your Alice lessons, a flowchart could be created in a software program, or documented in a journal. True or false?

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True (*) False Correct 2. From your Alice lessons, which of the following is a tool to show the logic of an animation?

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Visual storyboard Flowchart (*) Pie chart Scene editor Class chart Incorrect. Refer to Section 2 Lesson 5. 3. In Alice, you examine code where a bird moves its wings forward and backward while moving forward simultaneously across the scene. You notice that this set of procedures are repeated in the Code editor ten times to achieve this motion. How could procedural abstraction be used to make the code simpler and easier to read? (Choose all correct answers) Do not make any changes to the code. Use the Count control statement to execute the forward motion of the body and up and down motion of the wings 10 times. (*) Use the Scene editor to position the wings so that they are up as the body moves forward. Declare a separate "fly" procedure for the body moving forward and wings moving up and down. (*) Incorrect. Refer to Section 2 Lesson 5.

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4. All objects in Alice have three dimensional coordinates on which axes?

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(Choose all correct answers) x (*) y (*) z (*) w All of the above Incorrect. Refer to Section 2 Lesson 2. 5. The first step to using a top-down approach to programming is to create a table to align the storyboard steps to the programming instructions. True or false?

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True False (*) Correct 6.An Alice event is considered what?

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A party with at least 20 people. An object's orientation. Error handling. A keystroke or mouse click. (*) Incorrect. Refer to Section 2 Lesson 11. 7. From your Alice lessons, functional decomposition is the process of taking a complex problem or process and growing it into larger parts that are easier to manage. True or false?

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True False (*) Incorrect. Refer to Section 2 Lesson 12. 8. 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 (*)

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False Correct 9. The say procedure in Alice plays an audio file. True or false?

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True False (*) Incorrect. Refer to Section 2 Lesson 3. 10. If you want one message to display if a user is below the age of 18 and a different message to display if the user is 18 or older, what type of construct would you use?

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for all loop do loop while loop if (*) Incorrect. Refer to Section 2 Lesson 14. 11.Main is an example of what in the following code?

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public static void main (String[] args) { System.out.println{"Hello World!"); } An instance A method (*) A class A variable Correct 12. Identify an example of an Alice expression. "I feel happy." If or Where 3x3=9 (*) None of the above Incorrect. Refer

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to Section 2 Lesson 9. 13. In Alice, which of the following programming statements moves the cat backward, half the distance to the bird?

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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} (*) Incorrect. Refer to Section 2 Lesson 9. 14. In Java, which symbol is used to assign one value to another?

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< > = (*) // Incorrect. Refer to Section 2 Lesson 13. 15. Which of the following is not a valid arithmetic operator in Java? + / * % None of the above (*) Incorrect. Refer to Section 2 Lesson 13. 16.The Alice IF control structure requires the false

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statement to be populated. True or false? True False (*) Correct 17. Define the value of the variable LapCount based on the following math calculation: LapCount + 10 = 15

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2 4 5 (*) 15 10 Incorrect. Refer to Section 2 Lesson 10. 18. Which of the following is not an Alice variable value type?

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Color Decimal Number Whole Number Function (*) Incorrect. Refer to Section 2 Lesson 10. 19. Which of the following actions would require a control statement to control animation timing?

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(Choose all correct answers) A biped object walking. (*) A rock object turning. A fish swimming. (*) A bird flying. (*) Incorrect. Refer to Section 2 Lesson 6. 20. In Alice, Do In Order and Do Together:

Are move statements Are control statements (*) Are complex statements

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None of the above Incorrect. Refer to Section 2 Lesson 6. 2In 1.Alice, the setVeh icle proced ure will associa te one object to anothe r. True or false?

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True (*) False Correct 22. From your Alice lessons, which programming instruction represents the following movement: A turtle moves forward half the distance to the flower.

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this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 2.0 (*) this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 0.5 this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 1.0 this.Turtle move Forward this.Turtle getDistanceTo this.Flower *2 Incorrect. Refer to Section 2 Lesson 7. Section 3 (Answer all questions in this section) 23. Use your Greenfoot knowledge: A specification of a method is called a __________________.

Subclass Class Signature (*) Parameter

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Correct 24. From your Greenfoot lessons, which of the following is an example of changing test data during a Q/A test cycle?

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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. 25. In Greenfoot, the image below is an example of what construct?

Method Conditional (*) Variable Assignment Class Incorrect. Refer to Section 3 Lesson 12. 26.From your Greenfoot lessons, which of the following methods return the current rotation of the object?

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World getClass() World getWorld() int getRotation() (*) getXY() Incorrect. Refer to Section 3

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Lesson 3. 27. From your Greenfoot lessons, source code is written in the Code editor. True or false?

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True (*) False Incorrect. Refer to Section 3 Lesson 3. 28. In Greenfoot, what happens if the end to a while loop isn't established?

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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. Incorrect. Refer to Section 3 Lesson 10. 29. In Greenfoot, what type of symbol is used to connect boolean expressions?

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String concatenation Logic operators (*) Integers Keyboard key names Incorrect. Refer to Section 3 Lesson 10. 30. In the Greenfoot IDE, what symbols indicate that the variable is an array? Square brackets [ ] (*) Curly brackets { } Semicolon ; Colon : Incorrect. Refer to Section 3 Lesson 10. 31.In Greenfoot, when is a local variable most often

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used? Within the scenario Within the act method Within the world constructor Within loop constructs (*) Incorrect. Refer to Section 3 Lesson 10. 32. In Greenfoot, a subclass is a specialization of a superclass. True or false?

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True (*) False Correct 33. Which of the following demonstrates a Greenfoot subclass/superclass relationship?

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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. Incorrect. Refer to Section 3 Lesson 1. 34. From your Greenfoot lessons, the keyDown method is located in which class?

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Actor Greenfoot (*) GreenfootImage World Incorrect. Refer to Section 3 Lesson 7. 35. In the Greenfoot IDE, which of the following is not a property of an instance?

Position Inherited methods

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Scenario name (*) Defined methods Incorrect. Refer to Section 3 Lesson 2. 36.From your Greenfoot lessons, when a method needs additional data to perform a task, this data comes from parameters. True or false?

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True (*) False Incorrect. Refer to Section 3 Lesson 2. 37. What type of Greenfoot method would be used to turn an object?

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orientTo( ); turnAround( ); move ( ); turn( ); (*) Incorrect. Refer to Section 3 Lesson 2. 38. 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. Incorrect. Refer to Section 3 Lesson 2.

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39. 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?

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True False (*) Correct 40. 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?

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True (*) False Correct 41.Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false?

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True (*) False Incorrect. Refer to Section 3 Lesson 9. 42. From your Greenfoot lessons, where should the stop method be inserted into the source code?

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In the defined method. In the act method. (*) In the import statement. In the class header. Incorrect. Refer to Section 3 Lesson 8. 43. In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false?

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True False (*) Incorrect. Refer to Section 3 Lesson 8. 44. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class?

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setImage (new GreenfootImage("duke100.png")); setImage GreenfootImage duke100.png (*) new Incorrect. Refer to Section 3 Lesson 8. 45. From your Greenfoot lessons, when does an if-else statement execute it's second code segment?

When a random number is less than 10. When an instance is created. After the first code segment is executed. If a condition is false. (*) If a condition is true. Incorrect. Refer to Section 3 Lesson 5. 46.From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances?

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Animal World (*) Actor Vector

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Incorrect. Refer to Section 3 Lesson 5. 47. From your Greenfoot lessons, what can methods belong to?

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(Choose all correct answers) Galleries Classes (*) Scenarios Objects (*) All of the above Correct 48. In Greenfoot, you can use comparison operators to compare a variable to a random number. True or false?

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True (*) False Incorrect. Refer to Section 3 Lesson 5. 49. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false?

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True (*) False Correct 50. 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 (*) Incorrect. Refer to Section 3 Lesson 4.

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Section 2 (Answer all questions in this section) 1. 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. Incorrect. Refer to Section 2 Lesson 14. 2. What do lines 7, 10 and 13 do in the following code?

Export files called A, B, and num3. Create a single file containing A, B, and the value of num3. Print "A", "B" and the value of num3 on the screen. (*) None of the above. Correct 3. Which of the following is not a type of event listener in Alice? Scene Activation/Time Cursor (*) Keyboard Mouse Position/Orientation Incorrect. Refer to Section 2 Lesson 11. 4. 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 5. Which of the following is not an Alice variable value type? Color Decimal Number Whole Number

Function (*) Correct 6.InAlice,which function is used to move an object directly to the center point of anotherobject? getObject getDuration getDepth getDistance (*) Incorrect. Refer to Section 2 Lesson 7. 7. 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. (*) Incorrect. Refer to Section 2 Lesson 13. 8. The following are examples of what in Java? boolean bite char short int long float double Types (*) Expressions Variables Specifications Incorrect. Refer to Section 2 Lesson 13. 9. Which of the following would not be an argument in an Alice programming instruction that commands a person object to move forward 2 meters? Number of seconds to execute the programming instruction Direction to move Distance to move forward Person's height (*) Incorrect. Refer to Section 2 Lesson 3. 10. From your Alice lessons, what is a one-shot procedural method? 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 11.From your Alice lessons, the IF control structure can process one true and one false response. True or false? True (*) False Incorrect. Refer to Section 2 Lesson 8. 12. 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 Correct 13. In Alice, which of the following programming statements moves the cat backward, half the distance to the bird? 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} (*) Incorrect. Refer to Section 2 Lesson 9. 14. In Alice, which of the following programming statements moves the butterfly forward, double the distance to the tree? 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 15. From your Alice lessons, if you examined a science process that had many steps, which of the following is a way that you could apply functional decomposition to this process? 1. Present the problem as an animation. 2. Further refine and define the tasks needed for each high level step. 3. Identify the high level steps for the science concept.

1. Identify the detailed steps for the science concept. 2. Present the problem as an animation. 1. Present the problem as an animation. 1. Identify the high level steps for the science concept. 2. Further refine and define the tasks needed for each high level step. 3. Present the problem as an animation. (*) Incorrect. Refer to Section 2 Lesson 12. 16. What should you refer to for the animation's design specifications as you program your Alice animation? Code Scene editor Storyboard (*) Scenario Incorrect. Refer to Section 2 Lesson 12. 17. In Alice, declaring a new procedure to shorten code and make it easier to read is a procedural abstraction technique. True or false? True (*) False Incorrect. Refer to Section 2 Lesson 5. 18. From your Alice lessons, a flowchart could be created in a software program, or documented in a journal. True or false? True (*) False Correct 19. In Alice, which of the following are benefits of separating out motions into their own procedures? (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 5. 20. In Alice, a computer program requires functions to tell it how to perform the procedure. True or false? True False (*) Incorrect. Refer to Section 2 Lesson 6. 21. Which of the following actions would require a control statement to control animation timing? (Choose all correct answers) A biped object walking. (*) A rock object turning. A fish swimming. (*) A bird flying. (*) Incorrect. Refer to Section 2 Lesson 6. 22. In Alice, Do In Order and Do Together: Are move statements Are control statements (*) Are complex statements None of the above Correct

Section 3 (Answer all questions in this section) 23. From your Greenfoot lessons, which of the following is an example of changing test data 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. Incorrect. Refer to Section 3 Lesson 12. 24. From your Greenfoot lessons, what is incorrect in this code example: setLocation(getX(), (int) (altitude); Spacing Capitalization Parenthesis (*) Comma Incorrect. Refer to Section 3 Lesson 12. 25. In Greenfoot, the image below is an example of what construct?

Method Comment Constructor (*) Class Incorrect. Refer to Section 3 Lesson 12. 26. From your Greenfoot lessons, to create a new instance of the Duke class, you right-click on the class, then select which of

the following commands in the class menu? New subclass... Set image... new Duke() (*) Inspect Remove Correct 27. In Greenfoot, a subclass is created by right-clicking on a superclass. True or false? True (*) False Correct 28. From your Greenfoot lessons, the keyDown method is located in which class? Actor Greenfoot (*) GreenfootImage World Incorrect. Refer to Section 3 Lesson 7. 29. Which of the following type of audience should you ask to play your Greenfoot game during the testing phase? Testing Target (*) Primary Programmer Incorrect. Refer to Section 3 Lesson 4. 30. From your Greenfoot lessons, how do you test that your code does not contain bugs? Write the code. Inspect the instances. Review the documentation. Compile the code. (*) Correct 31. From your Greenfoot lessons, what types of values cannot be stored in a local variable? (Choose all correct answers)

Class name Objects Integers World name method (*) Incorrect. Refer to Section 3 Lesson 10. 32. 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"); Incorrect. Refer to Section 3 Lesson 10. 33. Use your Greenfoot knowledge to answer the question: String concatenation is a way to avoid having to write additional characters in your source code. True or false? 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. Incorrect. Refer to

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Section 3 Lesson 10. 35. 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 36. In Greenfoot, defined methods must be used immediately. True or false? True False (*) Correct 37. In Greenfoot, actor constructors can be used to create images or values and assign them to the variables. True or false? True (*) False Correct 38. In Greenfoot, a constructor has a void return type. True or false? True False (*) Incorrect. Refer to Section 3 Lesson 8. 39. Which Greenfoot control operator is used to test if two values are equal? >= operator == operator (*) = operator != operator Correct 40. From your Greenfoot lessons, which of the following methods return the current rotation of the object? World getClass() World getWorld() int getRotation() (*) getXY() Correct

1.Which of the following programming instructions commands the fish to continuously move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark?

(*)

Correct

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2. From your Alice lessons, variables are fixed and cannot be changed. True or false?

True False (*) Incorrect. Refer to Section 2 Lesson 10. 3. Which of the following is an example of nesting in an Alice program? Text is nested inside of a comments tile. Distance, duration, and direction arguments are nested inside of a procedure. A move procedure is nested inside of a turn procedure. Five Do Together statements are nested inside of a Do In Order statement. (*) Correct

4. 4. From your Alice lessons, complete the following sentence: When coded, an event triggers a ___________.

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Infinite loop Gallery Procedure (*) Scene Incorrect. Refer to Section 2 Lesson 11.

5. In Alice, we use the WHILE control statement to implement the conditional loop. True or false?

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True (*) False Correct

6. Which of the following is not a valid primitive type in Java?

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boolean String (*) long int double Incorrect. Refer to Section 2 Lesson 13.

7. Results of arithmetic operations cannot be stored in a variable. True or false?

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True False (*) Correct 8. You have a Class representing Cat. Each Cat can meow, purr, catch mice, and so on. When you create a new cat, what is it called? A submethod A subprogram An instance (*) A subclass A variable class Incorrect. Refer to Section 2 Lesson 14.

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9. In Java, a function is a method that returns a value. True or false?

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True (*) False Correct

10. From your Alice lessons, built-in functions provide precise property details for the following areas:

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Proximity and size. Distance to and nesting. Proximity, size, spatial relation, and point of view. (*) Proximity and point of view. Incorrect. Refer to Section 2 Lesson 7.

11. From your Alice lessons, functional decomposition is the process of taking a complex problem or process and growing it into larger parts that are easier to manage. True or false?

True False (*) Incorrect. Refer to Section 2 Lesson 12.

12. From your Alice lessons, at what point in the animation process do

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you confirm the items on the "Checklist for Animation Completion"? Before designing the animation. During and after the animation process. (*) At the beginning of the animation process. After adding each procedure to the Code editor.

13. In Alice, you can define your own procedures for a class, but not your own functions. True or false?

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True False (*) Correct

14. In Alice, a computer program requires functions to tell it how to perform the procedure. True or false?

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True False (*) Incorrect. Refer to Section 2 Lesson 6. 15. In Alice, the setVehicle procedure will associate one object to another. True or false? True (*)

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False Correct

16. In Alice, Do In Order and Do Together:

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Are move statements Are control statements (*) Are complex statements None of the above Incorrect. Refer to Section 2 Lesson 6. 17. From your Alice lessons, a flowchart could be created in a software program, or documented in a journal. True or false?

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True (*) False Correct 18. Before you can begin to develop the animation storyboard, what must be defined?

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The code The debugging process The scenario (*) The control statements Incorrect. Refer to Section 2 Lesson 5. 19. In Alice, which of the following are benefits of separating out motions into their own procedures?

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(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 5. 20. Alice uses built-in math operators; they are:

Add and subtract

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Multiply and divide All of the above (*) None of the above Incorrect. Refer to Section 2 Lesson 9.

21. In Alice, which of the following programming statements moves the cat backward, half the distance to the bird?

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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 22. From your Alice lessons, what is a one-shot procedural method?

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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 (Answer all questions in this section) 23. From your Greenfoot lessons, classes can only use the methods they have inherited. They cannot use methods from other classes. True or false?

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True False (*) Correct 24. From your Greenfoot lessons, which axes define an object's position in a world? (Choose all correct answers) x (*)

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z y (*) w Correct 25. From your Greenfoot lessons, which programming statement creates a new Duke object, and places it at x = 120, y = 100 in the world?

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addObject (new Duke( ), 120, 100); (*) addClass (new Duke( ), 120, 100); addWorld (new Duke( ), 120, 100); Move(120,100); Correct

26. From your Greenfoot lessons, which type of constructor can be used to automate creation of Actor instances?

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Animal World (*) Actor Vector Correct 27. In Greenfoot, a defined variable is a variable that is defined in an instance. True or false?

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True False (*) Incorrect. Refer to Section 3 Lesson 8. 28. 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.

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At the top of the source code, before the constructors and methods. (*) Incorrect. Refer to Section 3 Lesson 8. 29. Using the Greenfoot IDE, when is a constructor automatically executed?

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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. Incorrect. Refer to Section 3 Lesson 8. 30. From your Greenfoot lessons, which of the following are properties of an instance?

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Size Color Image file Methods All of the above (*) Incorrect. Refer to Section 3 Lesson 2.

31. In Greenfoot, instances inherit the characteristics of the subclass they belong to, but not the superclass. True or false?

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True False (*) Correct 32. In the following Greenfoot method signature, which is the method name? void turnLeft() () void turnLeft (*) Left

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Incorrect. Refer to Section 3 Lesson 2. 33. What type of Greenfoot method would be used to turn an object?

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orientTo( ); turnAround( ); move ( ); turn( ); (*) Incorrect. Refer to Section 3 Lesson 2. 34. In Greenfoot, what happens if the condition is false in an if-statement?

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The programming statements are executed. The if-statement is executed. The act method is deleted. The programming statements are not executed. (*) Incorrect. Refer to Section 3 Lesson 3. 35. From your Greenfoot lessons, source code is written in the Code editor. True or false?

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True (*) False Correct

36. In Greenfoot, dot notation is used to call a _____________ from another class.

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Method (*) Class Signature Parameter Correct 37. In Greenfoot, objects are created from:

Methods Classes (*) Signatures

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Parameters Correct 38. In Greenfoot, you may perform the programming tasks of create and test many times. True or false?

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True (*) False Correct 39. In the Greenfoot IDE, what symbols indicate that the variable is an array?

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Square brackets [ ] (*) Curly brackets { } Semicolon ; Colon : Incorrect. Refer to Section 3 Lesson 10. 40. In Greenfoot, a local variable is declared at the beginning of a class. True or false?

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True False (*) Correct

41. How would the following sentence be written in Greenfoot source code? If Duke's leg is down, and the keyboard key "d" is down...

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if (&&isDown ! Greenfoot.isKeyDown("d") ) if (!isDown && Greenfoot.isKeyDown("d") ) if (isDown && Greenfoot.isKeyDown("d") ) (*) if (!Greenfoot.isKeyDown && isDown("d") ) Correct 42. Use your Greenfoot knowledge: An array object holds a single variable. True or false?

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True False (*) Incorrect. Refer to Section 3 Lesson 10. 43. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false?

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True (*) False Correct 44. Which of the following are examples of a Greenfoot superclass?

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(Choose all correct answers) Dog Cat Parrot Actor (*) World (*) Incorrect. Refer to Section 3 Lesson 1. 45. When designing a game in Greenfoot, it helps to define the actions that will take place in a textual storyboard. True or false?

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True (*) False Correct

46. 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?

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True False (*) Incorrect. Refer to Section 3 Lesson 4. 47. From your Greenfoot lessons, abstraction techniques can only be used once in a class's source code. True or false?

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True False (*) Correct 48. In Greenfoot, what type of parameter does the keyDown method expect?

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String (*) Boolean Integer Method Incorrect. Refer to Section 3 Lesson 7. 49. 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.

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Write the method in the source code. Correct 50. 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

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Test: Java Fundamentals Midterm Exam

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Top of Form Section 2 (Answer all questions in this section)

1.

Which of the following does not describe methods?

A subprogram that acts on data and often returns a value. A set of code that is referred to by name. Can be called at any point in a program simply by utilizing its name. Is associated with an instance variable. (*)

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Incorrect. Refer to Section 2 Lesson 14.

2.

What do lines 9 and 11 do in the following code?

Accept user input and store them in the variables num1 and num2. (*) Scan the next page in the scanner. Examine a file and scan the next line. None of the above.

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Incorrect. Refer to Section 2 Lesson 14.

3.

From your Alice lessons, which of the following are types of storyboards?

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(Choose all correct answers)

Actual Textual (*) Factual Visual (*) Fictional

Incorrect. Refer to Section 2 Lesson 5.

4.

In Alice, which of the following is the most likely situation where procedural abstraction could be used?

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Five dogs all need to bark and run at the same time. (*) One fish needs to swim forward 1 meter. Two fish say something to each other. One person moves up 10 meters.

Incorrect. Refer to Section 2 Lesson 5.

5.

In Alice, procedural abstraction is the concept of making code easier to understand and reuse. True or false?

True (*) False

Incorrect. Refer to Section 2 Lesson 5.

Test: Java Fundamentals Midterm Exam

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Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.

Top of Form Section 2 (Answer all questions in this section)

6.

Which of the following does not describe variables?

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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. (*)

Incorrect. Refer to Section 2 Lesson 13.

7.

Which of the following is not a relational operator?

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(1) Points

< // (*) > =

Incorrect. Refer to Section 2 Lesson 13.

8.

In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount, and time duration. True or false?

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True (*) False

Correct

9.

In Alice, the setVehicle procedure will associate one object to another. True or false?

Mark for Review

(1) Points

True (*) False

Incorrect. Refer to Section 2 Lesson 6.

10.

In Alice, a computer program requires functions to tell it how to perform the procedure. True or false?

Mark for Review (1) Points

True False (*)

Incorrect. Refer to Section 2 Lesson 6.

Test: Java Fundamentals Midterm Exam

Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.

Top of Form Section 2 (Answer all questions in this section)

11.

All objects in Alice have three dimensional coordinates on which axes?

(Choose all correct answers)

x (*) y (*) z (*) w All of the above

Incorrect. Refer to Section 2 Lesson 2.

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12.

What is the first step to programming an object to turn left in Alice?

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Select the duration for the object to turn. Select the distance to turn. Select the object to program from the instance menu. (*) Drag the turn procedure into the Code editor.

Incorrect. Refer to Section 2 Lesson 3.

13.

Functions answer questions about an object, such as its height, width, depth and even distance to another object. True or false?

True (*) False

Correct

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14.

A complete Alice instruction includes which of the following components?

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(Choose all correct answers)

Image Class Procedure (*) Direction (*) Amount (*)

Incorrect. Refer to Section 2 Lesson 4.

15.

What should you refer to for the animation's design specifications as you program your Alice animation?

Code Scene editor

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Storyboard (*) Scenario

Correct

Test: Java Fundamentals Midterm Exam

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Top of Form Section 2 (Answer all questions in this section)

16.

From your Alice lessons, when testing your animation, you should test that comments were added below each sequence of instructions in the code. True or false?

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True False (*)

Incorrect. Refer to Section 2 Lesson 12.

17.

Which of the following IF control structures command the blue tang fish to roll and simultaneously move down if it collides with a shark, or move forward if it does not collide with a shark?

(*)

Mark for Review (1) Points

Incorrect. Refer to Section 2 Lesson 8.

18.

Which of the following is not an Alice variable value type?

Color Decimal Number Whole Number Function (*)

Incorrect. Refer to Section 2 Lesson 10.

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19.

Which of the following programming instructions commands the fish to continuously move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark?

(*)

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Correct

20.

Alice uses built-in math operators; they are:

Add and subtract Multiply and divide

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All of the above (*) None of the above

Correct

Test: Java Fundamentals Midterm Exam

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Top of Form Section 2 (Answer all questions in this section)

21.

In Alice, which of the following programming statements moves the cat backward, half the distance to the bird?

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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} (*)

Incorrect. Refer to Section 2 Lesson 9.

22.

An Alice event is considered what?

A party with at least 20 people. An object's orientation. Error handling. A keystroke or mouse click. (*)

Incorrect. Refer to Section 2 Lesson 11.

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Section 3 (Answer all questions in this section)

23.

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

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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.

Incorrect. Refer to Section 3 Lesson 8.

24.

Using Greenfoot, how do we change the size and resolution of the World instance?

Edit the methods in the class. Edit the values in the constructor. (*)

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Delete the instance. Edit the values in the class's act method.

Correct

25.

In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false?

True False (*)

Incorrect. Refer to Section 3 Lesson 8.

Test: Java Fundamentals Midterm Exam

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Top of Form Section 3 (Answer all questions in this section)

26.

In the Greenfoot IDE, which of the following are components of a parameter?

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(Choose all correct answers)

Parameter type (*) Parameter return Parameter name (*) Parameter method Parameter void

Incorrect. Refer to Section 3 Lesson 2.

27.

From your Greenfoot lessons, to view the methods that a class inherits, open the code editor and select documentation from the Tools menu. True or false?

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(1) Points

True (*) False

Incorrect. Refer to Section 3 Lesson 2.

28.

From your Greenfoot lessons, instances do not have any memory. True or false?

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True False (*)

Incorrect. Refer to Section 3 Lesson 2.

29.

What type of Greenfoot method would be used to turn an object?

orientTo( );

Mark for Review (1) Points

turnAround( ); move ( ); turn( ); (*)

Incorrect. Refer to Section 3 Lesson 2.

30.

From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false?

True (*) False

Correct

Test: Java Fundamentals Midterm Exam

Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.

Mark for Review (1) Points

Top of Form Section 3 (Answer all questions in this section)

31.

Which of the following type of audience should you ask to play your Greenfoot game during the testing phase?

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Testing Target (*) Primary Programmer

Correct

32.

Use you Greenfoot knowledge: What range of numbers does the following method return? Greenfoot.getRandomNumber(30)

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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.

33.

From your Greenfoot lessons, which of the following is not a characteristic of a static method?

Belongs to a class itself Belongs to an instance itself (*) Available for other classes to use with dot notation Signature contains the word static Is a method

Incorrect. Refer to Section 3 Lesson 5.

Mark for Review (1) Points

34.

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

Incorrect. Refer to Section 3 Lesson 5.

35.

From your Greenfoot lessons, a comparison operator returns what value when a number meets its requirement?

0 VOID 1 (*) NULL

Incorrect. Refer to Section 3 Lesson 5.

Mark for Review (1) Points

Test: Java Fundamentals Midterm Exam

Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.

Top of Form Section 3 (Answer all questions in this section)

36.

From your Greenfoot lessons, the keyDown method is located in which class?

Actor Greenfoot (*) GreenfootImage World

Mark for Review (1) Points

Correct

37.

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. Refer to Section 3 Lesson 3.

38.

From your Greenfoot lessons, in an if-statement, the programming statements written in curly brackets are executed simultaneously. True or false?

Mark for Review (1) Points

True False (*)

Correct

39.

In Greenfoot, defined methods must be used immediately. True or false?

Mark for Review

(1) Points

True False (*)

Incorrect. Refer to Section 3 Lesson 6.

40.

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.

Incorrect. Refer to Section 3 Lesson 6.

Mark for Review (1) Points

Test: Java Fundamentals Midterm Exam

Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.

Top of Form Section 3 (Answer all questions in this section)

41.

In Greenfoot, in which programming task are the objects identified?

Define the problem. Design the solution. Program the solution. (*) Test the solution.

Correct

Mark for Review (1) Points

42.

From your Greenfoot lessons, which of the following are examples of Q/A test variations?

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Change the environment. Change the execution. Change the data. All of the above. (*)

Incorrect. Refer to Section 3 Lesson 12.

43.

In Greenfoot, the image below is an example of what construct?

Mark for Review (1) Points

Method Conditional (*) Variable Assignment Class

Incorrect. Refer to Section 3 Lesson 12.

44.

From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false?

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True (*) False

Correct

45.

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

Incorrect. Refer to Section 3 Lesson 1.

Test: Java Fundamentals Midterm Exam

Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.

Top of Form Section 3 (Answer all questions in this section)

46.

Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false?

Mark for Review (1) Points

True (*) False

Incorrect. Refer to Section 3 Lesson 9.

47.

From your Greenfoot lessons, which of the following logic operators represents "and"?

& && (*) = !

Incorrect. Refer to Section 3 Lesson 10.

Mark for Review (1) Points

48.

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 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

49.

In the Greenfoot IDE, what symbols indicate that the variable is an array?

Square brackets [ ] (*) Curly brackets { } Semicolon ; Colon :

Mark for Review (1) Points

Incorrect. Refer to Section 3 Lesson 10.

50.

In Greenfoot, which of the following statements could prevent an infinite loop from occurring?

I = 100 + i i=1 i=i i = i + 1 (*)

Incorrect. Refer to Section 3 Lesson 10.

Page 10 of 10 Bottom of Form

Mark for Review (1) Points

Tugas 1 Prakarya Dan Kewirausahaan Nama Produk : Pisang Coklat

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