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? Mark for Review (1) Points 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? Mark for Review (1) Points 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? Mark for Review (1) Points 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? Mark for Review (1) Points 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 Mark for Review (1) Points Correct 6. Which of the following is not a type of event listener in Alice? (1) Points Scene Activation/Time Mark for Review 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. Mark for Review 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 (*) Mark for Review 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 (*) Mark for Review 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 (*) Mark for Review False Correct 12. In Alice, objects inherit the characteristics of their: (1) Points Code Mark for Review 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? Review (1) Points True (*) Mark for 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 (*) Mark for Review 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 (*) Mark for Review 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 Mark for 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. 19. Which of the following is not a relational operator? (1) Points < Mark for Review // (*) > = Correct 20. In Java, which symbol is used to assign one value to another? Review (1) Points < Mark for > = (*) // 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 (*) Mark for Review 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 (*) Mark for Review 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 (*) Mark for Review 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 (*) Mark for Review 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. Mark 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 (*) Mark for Review 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 (*) Mark for Review False Correct 33. From the Greenfoot IDE, where are inherited methods located? Mark for 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 (*) Mark for 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 Mark for Review 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. Mark for Review 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 Mark for Review False (*) Incorrect. Refer to Section 3 Lesson 5. 38. From your Greenfoot lessons, what can methods belong to? Review (1) Points Galleries Mark for (Choose all correct answers) 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") ) Mark for Review 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 Mark for Review 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 Mark for Review 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 (*) Mark for Review 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 Mark for Review 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 (*) Mark for Review 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. Mark for Review