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  • https://www.udemy.com/programacion-orientada-a-objetos-1-java-mvc-espanol/

    http://www.javahispano.org/portada/2013/1/6/arquitectura-java-solida-libro-gratuito-de-jee-en-espaol.html

    http://www.tutomundi.org/2009/03/java-desde-cero-manual-super-practico.html

    http://cs.joensuu.fi/jeliot/

    http://www.compunauta.com/forums/linux/programacion/java/ebook.html enlace POO

    descargar gratis libro de programacion orientada a objetos en java

    https://www.google.com.co/?gws_rd=cr&ei=zG08UoyeDJC68wTA2oGQCA#q=descargar+gratis+libro+de+programaci

    on+orientada+a+objetos+en+java

    http://www.etnassoft.com/biblioteca/introduccion-a-la-programacion-orientada-a-objetos-con-java/

    http://librosgratis.net/

    http://www.identi.li/index.php?topic=109351

    http://www.freelibros.com/programacion/programacion-orientada-a-objetos-con-java-3ra-edicion.html

    http://www.intercambiosvirtuales.org/libros-manuales/programacion-orientada-a-objetos-con-java-3era-edicion-

    prentice-hall

    http://espanol.answers.yahoo.com/question/index?qid=20110403075155AA6NBva

    Section 1 - Welcome and Introduction Prueba: Welcome: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

  • 1. What is the course goal? Marcar para Revisin

    (1) Puntos

    Learn the basic elements of computer programming

    Learn the basics of the Java programming language

    Write programs

    All of the above (*)

    Correct

    2. Throughout this course you will learn how to program in: Marcar para Revisin

    (1) Puntos

    SQL

    C++

    Java (*)

    All of the above

    Correct

    3. The Oracle Academy Java Fundamentals and Java Programming courses

    help you prepare for what exam? Marcar para Revisin

    (1) Puntos

    Microsoft certification exam

    Oracle Certified Associate, Java SE7 (*)

    IBM certification exam

    None of the above

    Correct

    4. Which of the following courses are part of the Oracle Academy Java

    training? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    Java Programming (*)

    Java Application Development

    Java Fundamentals (*)

    Animating with Java

    Correct

    5. Which of the following instructional methods are included in this course? Marcar para Revisin

    (1) Puntos

    Quizzes and exams

  • Journaling and blogging

    Practice activities

    Lectures

    All of the above (*)

    Correct

    6. The teaching strategy for the Oracle Academy Java training includes lectures

    and practical exercises. Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    7. Oracle iLearning is used to access everything in the course except what? Marcar para Revisin

    (1) Puntos

    Quizzes

    Slides

    Exams

    Java IDE (*)

    Correct

    8. What is the learning management system used in this course? Marcar para Revisin

    (1) Puntos

    Alice 3

    Greenfoot

    iLearning (*)

    BlueJ

    Eclipse

    Correct

    9. What does IDE stand for in this course? Marcar para Revisin

    (1) Puntos

    International development environment

    Interactive design environment

    Integrated development environment (*)

    Correct

    10. An IDE includes tools for which tasks? Marcar para Revisin

  • (1) Puntos

    Writing code

    Compiling code

    Editing code

    Debugging programs

    All of the above (*)

    Correct

    11.

    Why is teamwork important? Marcar para Revisin

    (1) Puntos

    Individuals must work together effectively for companies to remain

    competitive.

    Goals can be reached faster and more efficiently.

    Teamwork can result in new and innovative ideas.

    All of the above (*)

    2 and 3 only

    Correct

    12.

    Effective teamwork is essential for organizations to realize their full

    potential and to meet certain goals. Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    Prueba: Introduction: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. Why is it useful to learn Alice 3 and Greenfoot? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    They both teach you how to code objects to move. (*)

  • They both allow you to drag and drop objects. (*)

    They both allow you to learn the fundamental ideas in programming by creating objects in a virtual world. (*)

    None of the above

    Correct

    2. Alice is a good introduction to learning how to program for which of the following reasons? 1. It uses the Alice+ programming language syntax. 2. It is easy to drag and drop objects on the screen rather than type. 3. You learn fundamentals of computer programming by creating animations.

    Marcar para Revisin (1) Puntos

    1 only

    2 only

    3 only

    1, 2, and 3

    2 and 3 only (*)

    Correct

    3. Which of the following steps is not needed to generate an animation in Alice or to create a game in Greenfoot? Marcar para Revisin

    (1) Puntos

    Test

    Implement

    Import graphical objects (*)

    Create a scenario

    Design a storyboard

    Correct

    4. When designing the scenario for a game or animation, what questions should you answer? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    What programming constructs are needed?

    What objects are needed? (*)

    What actions should take place? (*)

    What story is to be told? (*)

    Correct

    5. The list below provides good characteristics of a team, except which one? Marcar para Revisin

    (1) Puntos

    Shared responsibility

    Clear roles

    Clearly defined tasks

  • Regular participation

    A single leader (*)

    Correct

    6. Which of the following components can help a team be successful? 1. A common goal 2. Shared responsibility 3. A project plan clearly defining roles and tasks 4. Equal participation and attendance at all meetings

    Marcar para Revisin (1) Puntos

    1 only

    1 and 2 only

    1, 2, and 3 only

    1, 2, 3, and 4 (*)

    Correct

    7. In a team assessment rubric, which of the following would earn a 4 (the highest score) in the Collaboration category? Marcar para Revisin

    (1) Puntos

    Rarely listens to, shares with, and supports the efforts of others. Often is not a good team player.

    Almost always listens to, shares with, and supports the efforts of others. Tries to keep people working well together and mentors team members when appropriate. (*)

    Usually listens to, shares, with, and supports the efforts of others. Does not cause "waves" in the group.

    Often listens to, shares with, and supports the efforts of others, but not always.

    Correct

    8. In a team assessment rubric, which of the following would earn a 1 (the lowest score) in the attitude category? Marcar para Revisin

    (1) Puntos

    Is often publicly critical of the project or the work of other members of the group. Is often negative about the task(s). (*)

    Is rarely publicly critical of the project or the work of others. Often has a positive attitude about the task(s).

    Is never publicly critical of the project or the work of others. Always has a positive attitude about the task(s).

    Is occasionally publicly critical of the project or the work of other members of the group. Usually has a positive attitude about the task(s).

    Correct

    9. The following provides examples of a team rubric, except which one? Marcar para Revisin

    (1) Puntos

    Ensures that there will be no errors in the project. (*)

    Set of rules and standards.

    Helps the team meet its criteria for success.

    Defined by the team.

    Correct

  • 10. Why might you create a journal for programming? 1. To document new concepts and techniques. 2. To track problems in your code and how you solved them. 3. To serve as a review guide when preparing for an exam.

    Marcar para Revisin (1) Puntos

    1 only

    2 only

    2 and 3 only

    1, 2, and 3 (*)

    Correct

    11. What kind of information is useful in a programming journal? Marcar para Revisin

    (1) Puntos

    New programming concepts

    Problems encountered and how you solved them

    Both 1 and 2 (*)

    Neither 1 nor 2

    Correct

    12. Which of the following is not a good tip for protecting information and systems (cyber security)? Marcar para Revisin

    (1) Puntos

    Share strong passwords. (*)

    Keep anti-virus software up-to-date.

    Only open emails from trusted sources.

    Follow your organization's cybersecurity rules and report issues when they happen.

    Correct

    13. Which of the following is an example of behaving ethically online? Marcar para Revisin

    (1) Puntos

    Copying and pasting parts of someone elses work into your own without giving them credit.

    Posting information about people at school that they would never want shared.

    Pretending you are someone else in an online chat room.

    Starting a cruel social network page about members of the community.

    Refraining from using rude or bad language online. (*)

    Correct

  • Section 2 - Using Alice 3 Prueba: Get Started with Alice 3: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. What do moving objects provide to your scene? Marcar para Revisin

    (1) Puntos

    The sky and ground

    The action (*)

    The procedures

    The non-moving scenery

    Correct

    2. In Alice, where are objects added and positioned in the scene? Marcar para Revisin

    (1) Puntos

    The Code editor

    The gallery

  • The Scene editor (*)

    The template

    Correct

    3. Which button is selected in the Alice file menu to save a version of an animation? Marcar para Revisin

    (1) Puntos

    File

    New

    Save As... (*)

    Open

    Correct

    4. Alice 3 will periodically remind you to save your project. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Correct

    5. In Alice, once an instance is added to the scene, it cannot be deleted. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Correct

    6. When is an instance created in Alice? Marcar para Revisin

    (1) Puntos

    After the code is created.

    After the scenario is saved.

    After the folder is selected in the gallery.

    After the class icon is dragged into the scene. (*)

    Correct

    7. Creating multiple versions of your Alice project saves time. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    8. After objects are positioned in the scene, it is wise to save multiple versions of the project, giving each version the same name. True or false? Marcar para Revisin

  • (1) Puntos

    Verdadero

    Falso (*)

    Correct

    9. How do you create a programming instruction in Alice? Marcar para Revisin

    (1) Puntos

    Click and drag the desired programming instruction into the Procedures tab.

    Click and drag the desired programming instruction into the myFirstMethod tab. (*)

    Click and drag the desired programming instruction into the Scene editor.

    Click and drag the desired programming instruction into the Functions tab.

    10. How do you view the results of procedures entered in the Alice code editor? Marcar para Revisin

    (1) Puntos

    Select the Play button.

    Select the Run button. (*)

    View the procedures in the gallery.

    Save the scene.

    Correct

    11. Copying programming instructions saves time when programming your Alice project. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    12. Which option copies a programming instruction to the clipboard? Marcar para Revisin

    (1) Puntos

    Clipboard

    Is Enabled

    Copy to Clipboard (*)

    Paste

    Correct

    13. When something is broken or doesn't work as intended in a software program, it is referred to as a _________? Marcar para Revisin

    (1) Puntos

    Bug (*)

  • Debug

    Error

    Code

    Correct

    14. Debugging is the process of finding bugs in a software program. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    Prueba: Add and Position Objects: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. Saved Alice projects can be opened and edited. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    2. Which of the following are ways to open an existing Alice project file after launching Alice? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    Click and drag the file from your computer into Alice 3.

    Select the project from the My Projects tab. (*)

    Browse for the project using the File System tab. (*)

    Double-click on the project file name in the folder it is stored in on your computer.

    Correct

    3. In Alice, where are objects added and positioned in the scene? Marcar para Revisin

    (1) Puntos

    The Code editor

    The gallery

    The Scene editor (*)

    The template

  • Correct

    4. In Alice, there is a limit of 10 objects per scene. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Correct

    5. In Alice, what does the resize handle style do? Marcar para Revisin

    (1) Puntos

    Simple rotation and movement

    Rotate about the x, y, and z axes

    Change size of the object and stretch it along the x, y, and z axes (*)

    Move along the x, y, and z axes

    Correct

    6. Manually manipulating an Alice object with your cursor is a way to precisely position an object. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Correct

    7. Which of the following is not an example of a one-shot procedure? Marcar para Revisin

    (1) Puntos

    Roll

    Move

    Turn

    Spin (*)

    Correct

    8. Only acting objects have one-shot procedures. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Correct

    9. When you edit an object's properties in the Scene editor, the changes do not take effect until the Run button is clicked. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

  • Falso (*)

    Correct

    10. One type of object property is an object's position in the scene. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    11. Which of the following is not one of the positioning axes used in Alice 3? Marcar para Revisin

    (1) Puntos

    x

    z

    w (*)

    y

    Correct

    12. In Alice, where does an instance's axes intersect? Marcar para Revisin

    (1) Puntos

    At the instance's head.

    At the instance's feet.

    At the instance's center point. (*)

    At the world's center point.

    Correct

    13. Which handle style would be used to rotate an object's sub-part about the x, y, and z axes? Marcar para Revisin

    (1) Puntos

    Rotation (*)

    Default

    Translation

    Resize

    Correct

    14. Rings will appear around a sub-part indicating how you can reposition it. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

  • Prueba: Use Procedures and Arguments: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. To access the Alice Code editor from the Scene editor, which button do you click? Marcar para Revisin

    (1) Puntos

    Access Code Editor

    Code Editor

    Edit Code (*)

    Code

    Correct

    2. The Alice Scene editor contains tools to rotate the camera view. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    3. In Alice the Functions tab will display the pre-defined functions for the selected instance. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    4. The Procedures tab and the Functions tab are the two tabs available in the Alice methods panel. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

  • 5. Which of the following instructions turns the clown fish left 5 meters? Marcar para Revisin

    (1) Puntos

    this.clownFish turn Left 5.0 (*)

    this.clownFish turn Left 0.5

    this.clownFish turn Left 5

    this.Fish turn Left 5

    Correct

    6. Which of the following procedures turns an object to face another object? Marcar para Revisin

    (1) Puntos

    turn

    turnToFace (*)

    orientToUpright

    moveToward

    Correct

    7. Which of the following is the default control statement in myFirstMethod? Marcar para Revisin

    (1) Puntos

    Count

    Do Together

    Do In Order (*)

    Comment

    Correct

    8. To add a procedure to myFirstMethod, right-click on the procedure you wish to add and select the Add button. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Correct

    9. The Alice move procedure contains which arguments? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    Object

    Direction (*)

    Amount (*)

    Text

  • 10. An argument is a value that the procedure uses to complete its task. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    11. Programming comments do not affect the functionality of your Alice animation. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    12. What is the first step to entering comments in an Alice program? Marcar para Revisin

    (1) Puntos

    Type comments that describe the sequence of actions in the code segment.

    Drag and drop the comments tile above a code segment. (*)

    Drag and drop the comments tile below a code segment.

    Select the instance from the instance menu.

    Correct

    13. Which of the following ways can you alter a procedure in Alice? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    Copy (*)

    Count

    Disable (*)

    Reorder (*)

    Correct

    14. When you disable a programming instruction, it is still executed when you run the Alice animation. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Correct

    15. After each execution of your Alice animation, what element or elements could be adjusted in your code? Marcar para Revisin

    (1) Puntos

    Control statements

  • Procedures

    Arguments

    All of the above (*)

    Correct

    16. It is important to save often while debugging your program. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Correct

    Prueba: Add Rotation and Randomization: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    Which Alice control statement executes a set of procedures

    simultaneously? Marcar para Revisin

    (1) Puntos

    Together

    Do together (*)

    Do in order

    While

    2.

    Which Alice execution task corresponds with the following storyboard

    statement?

    Cat rolls to the left.

    Marcar para Revisin

    (1) Puntos

    roll Left 1

    this.Cat roll Left 1.0 (*)

    Cat roll Left 1

    Cat roll Right 1

    3.

    In Alice, control statements are dragged into the Code editor. True or

    false? Marcar para Revisin

    (1) Puntos

  • Verdadero (*)

    Falso

    4.

    In Alice, the while control statement executes a set of procedures a

    specific number of times. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    5.

    In Alice, the computer specifies the low and high range values for the

    range of numbers from which to pull a randomized number. True or

    false?

    Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    6.

    In Alice, which of the following arguments could be replaced with a

    random number? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    Distance (*)

    Object name

    Duration (*)

    Direction

    Procedure name

    Prueba: Declare Procedures: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. In Alice, what are the forms of a scenario? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    A section of code to write.

    A problem to solve. (*)

    A task to perform. (*)

  • A person to help.

    A system to start.

    2. An animation gives the scenario a purpose. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    3. Breaking down a problem or process into smaller parts makes it

    easier to manage. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    4. A textual storyboard helps the reader understand the actions that will

    take place during the animation. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    5. Which Alice tool is used to demonstrate the process flow of an

    animation? Marcar para Revisin

    (1) Puntos

    Visual storyboard

    Textual storyboard

    Flowchart (*)

    World

    Pie chart

    6. A flowchart is a useful way to illustrate how your Alice animation's

    characters will look. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    7. From your Alice lessons, what does inheritance mean? Marcar para Revisin

    (1) Puntos

    Each class inherits the methods and properties of all classes

    available in Alice.

    Each superclass inherits the methods and properties of its

  • subclass.

    Each subclass inherits the methods and properties of its

    superclass. (*)

    Each class has its own methods and properties that are non-

    transferable to any other class.

    8. Which of the following would a clown fish object in Alice inherit

    from its class? Marcar para Revisin

    (1) Puntos

    Fins

    Two eyes

    Procedures

    Functions

    All of the above (*)

    9. Procedural abstraction may need to be implemented if an object in

    Alice needs to perform an action, but there isn't an inherited

    procedure that accomplishes that action. True or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    10.

    Which of the following is a reason why procedural abstraction may

    be used in programming an animation? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    The code is too long. (*)

    The programmer wants to save the animation.

    The code is difficult to read. (*)

    The programmer wants to reuse the code. (*)

    11.

    In Alice, new procedures are declared in the Scene editor. True or

    false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    12.

    In Alice, you could identify when new procedures need to be

    declared by reviewing the textual storyboard for the animation. True

    or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

  • 13.

    In Alice, which of the following situations could benefit from

    declaring a new procedure? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    An object needs to move forward, then move up 10 meters.

    An object needs to say three statements.

    An object does not have a default procedure for a motion, such

    as swimming. (*)

    Multiple objects need to use a motion, such as bunnies hopping.

    (*)

    A single motion, such as walking, takes up a lot of room in

    myFirstMethod. (*)

    14.

    In Alice, if only objects that walk on four legs need to use a

    procedure, in which superclass would the procedure be declared? Marcar para Revisin

    (1) Puntos

    Quadruped (*)

    Biped

    Swimmer

    Prop

    Prueba: Use Control Statements: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    In Alice, which of the following is not a control statement? Marcar para Revisin

    (1) Puntos

    Do In Order

    While

    Count

    Move (*)

    2.

    In Alice, which control statement is used to invoke simultaneous

    movement? Marcar para Revisin

    (1) Puntos

    Do Together (*)

    Do In Order

  • While

    Count

    Variable

    3.

    In Alice, a walking motion for a bipedal object can be achieved

    without the Do Together control statement. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    4.

    In Alice, different programming is not required for different objects,

    because all objects move the same way. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    5.

    In Alice, when two objects are synchronized and move together, this

    means that one object is: Marcar para Revisin

    (1) Puntos

    A vehicle of another (*)

    A class of another

    An object of another

    An instance of another

    6.

    In Alice, which procedure is used to assign one object as the vehicle of

    another? Marcar para Revisin

    (1) Puntos

    setClassVehicle

    setObjectVehicle

    setVehicle (*)

    Vehicle

    Prueba: Use Functions: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las

    preguntas que se muestran a continuacin. Las respuestas correctas

    estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    In Alice, where can you view the list

    of functions available for an object? Marcar para Revisin

    (1) Puntos

  • Class description in the Scene

    editor.

    Functions tab in the methods

    panel. (*)

    Instance pull-down menu.

    Properties tab in the methods

    panel.

    2.

    In Alice, functions ask questions

    about an object. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Prueba: Use the IF and WHILE Control Structures:

    Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    In Alice, the If control structure can process one true and one false

    response. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    2.

    The Alice If control structure requires the false statement to be

    populated. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    3.

    A conditional loop is a loop that will continue forever. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    4.

    In Alice, we use the While control statement to implement the

    conditional loop. True or false? Marcar para Revisin

  • (1) Puntos

    Verdadero (*)

    Falso

    Prueba: Use Expressions: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    An example of an expression is: Marcar para Revisin

    (1) Puntos

    "I feel happy."

    If or Where

    3x3=9 (*)

    Move forward 1 meter

    2.

    Alice uses built-in math operators. They are: Marcar para Revisin

    (1) Puntos

    Add

    Subtract

    Multiply

    Divide

    All of the above (*)

    3.

    In Alice, which of the following programming statements moves the

    alien backward the distance to the asteroid, minus 2 meters? Marcar para Revisin

    (1) Puntos

    x this.Alien move backward {this.Alien getDistanceTo this.Asteroid

    -2} (*)

    this.Alien move backward {this.Alien getDistanceTo this.Asteroid

    * 2}

    this.Asteroid move backward {this.Alien getDistanceTo

    this.Asteorid / 2}

    this.Alien move forward {this.Asteroid getDistanceTo this.Alien /

    2}

    4.

    In Alice, which of the following programming statements moves the

    cat forward the distance to the bird? Marcar para Revisin

    (1) Puntos

  • this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}

    this.Cat move {this.Bird getDistanceTo this.Cat / 2}

    this.Bird move forward {this.Bird getDistanceTo this.Cat}

    this.Cat move forward {this.Cat getDistanceTo this.Bird} (*)

    Prueba: Use Variables: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    Which is an example of the Boolean variable type? Marcar para Revisin

    (1) Puntos

    3

    Hello World

    True or False (*)

    An object

    2.

    The initializer of a variable with a TextString value type could be

    (select all that apply): Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    "Greetings" (*)

    "Howdy" (*)

    "4" (*)

    None of the above.

    Prueba: Use Keyboard Controls: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    With keyboard controls, you can create Alice animations where the user

    controls an object that interacts with other objects. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

  • 2.

    Event listeners look for and resopnd to the interactivity of the computer.

    True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Prueba: Develop a Complete

    Animation: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas

    que se muestran a continuacin. Las respuestas correctas estn marcadas

    con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. As the Alice programmer, you render the

    animation on your own. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    2. In Alice, what are the forms of a

    scenario? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas

    correctas)

    A section of code to write.

    A problem to solve. (*)

    A task to perform. (*)

    A person to help.

    A system to start.

    3. What can be used as a guideline to ensure

    your Alice animation fulfills animation

    principles?

    Marcar para Revisin

    (1) Puntos

    The Internet

    An animation checklist (*)

    A close friend

    Other programmers

  • 4. The animation checklist helps you

    confirm that all elements of the Alice

    animation are operating as expected.

    True or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    5. Which of the following elements of the

    Alice animation should be tested before

    the animation is considered complete?

    Marcar para Revisin

    (1) Puntos

    Math calculations operate as

    expected.

    Objects move with smooth timing.

    Comments are added to each

    sequence of instructions.

    Control statements are operating as

    expected.

    All of the above. (*)

    6. The Alice animation should be tested

    throughout development, not just at the

    end of the animation's development. True

    or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    7. What type of Alice listener object is

    required to target a mouse-click on any

    object in the scene, allowing the user to

    drag that object around the scene when

    the animation is running?

    Marcar para Revisin

    (1) Puntos

    addDefaultManipulation procedure

    addMouseListener procedure

    addDefaultModelManipulation

    procedure (*)

    addListener procedure

    8. In which Alice class is the

    addDefaultModelManipulation procedure

    located?

    Marcar para Revisin

    (1) Puntos

    Object class

  • Scene class (*)

    myFirstMethod class

    Quadruped class

    9. When presenting your Alice animation,

    ensure that your presentation is

    thoroughly tested and complete. True or

    false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    10.

    When presenting your Alice animation, it

    is not important to give the audience a

    reason to listen to the presentation. True

    or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Prueba: Correlating Java Variables, Data Types, and

    Expressions with Alice 3 Tools: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. The list below describes variables. All are correct except which one? Marcar para

    Revisin

    (1) Puntos

    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. (*)

    2. Examine the following code. What are the variables? Marcar para

    Revisin

    (1) Puntos

  • args

    n

    i

    t

    All of the above are variables. (*)

    3. The following are examples of what in Java?

    boolean

    byte

    char

    short

    int

    long

    float

    double

    Marcar para

    Revisin

    (1) Puntos

    Types (*)

    Expressions

    Variables

    Specifications

    4. The list below displays valid primitive types in Java, except which one? Marcar para

    Revisin

    (1) Puntos

    boolean

    String (*)

    long

  • int

    double

    5. The list below displays valid arithmetic operators in Java, except which one? Marcar para

    Revisin

    (1) Puntos

    +

    /

    -

    *

    % (*)

    6. Results of arithmetic operations cannot be stored in a variable. True or false? Marcar para

    Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    7. Expressions with relational operators produce true and false values. True or

    false? Marcar para

    Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    8. What is the result of the following code?

    Marcar para

    Revisin

    (1) Puntos

    x > y : x > y

  • x < y : x < y

    x > y : 1

    x < y : 0

    x > y : 0

    x < y : 1

    x > y : true

    x < y : false (*)

    x > y : false

    x < y : true

    9. 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?

    Marcar para

    Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    10

    .

    What is the output produced by the following code?

    Marcar para

    Revisin

    (1) Puntos

    j is 5

    k is 5 (*)

    j is 10

    j is 5

    k is 5

    j is 10

    k is 10

    j is 15

    k is 15

    Prueba: Correlating Java Methods, Classes, and

  • Other Structures with Alice 3 Tools: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. The list below contains method descriptions. All are correct except which

    one? Marcar para

    Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    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.

    2. Main is an example of what in the following code?

    public static void main (String[] args) {

    System.out.println{"Hello World!");

    }

    Marcar para

    Revisin

    (1) Puntos

    An instance

    A method (*)

    A class

    A variable

    3. You have a Class representing Cat. A cat can meow, purr, catch mice, and so

    on. When you create a new cat, what is it called? Marcar para

    Revisin

    (1) Puntos

    A submethod

    A subprogram

    An instance (*)

    A subclass

    A variable class

    4. You want a block of code to be executed only once if certain conditions are

    met. What type of Java construct would you use? Marcar para

    Revisin

    (1) Puntos

  • while loop

    if (*)

    array

    boolean

    5. 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?

    Marcar para

    Revisin

    (1) Puntos

    for all loop

    do loop

    while loop

    if (*)

    6. If you need to repeat a group of Java statements many times, which Java

    construct should you use? Marcar para

    Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    repeat...until

    do while loop (*)

    while loop (*)

    if

    7. Review the code below.

    Select the result from the following statements about what happens when the

    loopVal >= 5 .

    Marcar para

    Revisin

    (1) Puntos

    The message "Printing Some Text" will be printed until loopVal is no

    longer less than 5.

    The variable loopVal is initialized to 0.

    The condition loopVal < 5 is tested before executing anything further in

    the program. (*)

  • The condition loopVal < 5 returns a boolean value.

    None of the above.

    8. Which of the following statements about methods is false? Marcar para

    Revisin

    (1) Puntos

    Classes must be defined directly within a method definition. (*)

    Methods whose return type is not void are required to include a return

    statement specifying what to return.

    The order in which methods are listed within the class is not important.

    Java does not permit nesting one method definition within another

    method's definition.

    9. In Java, a function is a method that must return a value. True or false? Marcar para

    Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    10

    .

    What do lines 7, 10 and 13 do in the following code?

    Marcar para

    Revisin

    (1) Puntos

    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.

  • 11

    .

    Consider the following: You want to use the BufferedReader and

    InputStreamReader classes to get user input from the command line. Which

    one of the following import statements must you use?

    Marcar para

    Revisin

    (1) Puntos

    import java.awt.*;

    x import java.buffer.*;

    x import java.io.*; (*)

    x import java.io.input.*;

  • ection 3 - Using Greenfoot

    Prueba: Getting Started with Greenfoot: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    In Greenfoot, what happens to an instance when the Act button is

    clicked in the environment? Marcar para Revisin

    (1) Puntos

    Only one instance moves until the pause button is clicked.

    The instance executes all of the programming statements in their

    class's act method once. (*)

    The instance executes all of the programming statements in their

    class's act method repeatedly until the scenario is stopped.

    The instance executes all of the programming statements in their

    class's act method two times until the scenario is stopped.

    The class executes all of the programming statements in their

    instance's act method two times until the scenario is stopped.

    2.

    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?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    3.

    An object is an instance of a class. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    4.

    In Greenfoot, the class holds the general attributes of an instance, such

    as the methods it inherits. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

  • 5.

    A subclass has what kind of relationship to a superclass? Marcar para Revisin

    (1) Puntos

    "for-what"

    "a-is"

    "is-a" (*)

    "is-by"

    6.

    What does an instance of the World class do? Marcar para Revisin

    (1) Puntos

    Provide the acting objects for the scenario.

    Provide the background scenery for the scenario. (*)

    Provide the superclass for acting objects.

    Provide the source code for instances.

    7.

    In Greenfoot, after a subclass is created, what has to occur before

    instances can be added to the scenario? Marcar para Revisin

    (1) Puntos

    Creation of an instance

    Compilation (*)

    Creation of source code

    Editing of source code

    8.

    In Greenfoot, after a subclass is created and compiled, you cannot edit

    the subclass's source code. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    Prueba: Using Methods, Variables and Parameters:

    Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. In Greenfoot, the move method expects what type of information in

    its parameters? Marcar para Revisin

    (1) Puntos

  • Degrees to turn

    True or false response

    String statement

    Integer of steps to move forward (*)

    2. In Greenfoot, the turn method expects what type of information in its

    parameters? Marcar para Revisin

    (1) Puntos

    Degrees to turn (*)

    True or false response

    String statement

    Integer of steps to move forward

    Parameter void

    3. Using the Greenfoot IDE, only five instances can be added to a

    scenario. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    4. In Greenfoot, the instance has a source code editor. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    5. In the Greenfoot IDE, an instance's position is on the x and y

    coordinates. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    6. In Greenfoot, which of the following options are not possible when

    associating an image file with an instance? Marcar para Revisin

    (1) Puntos

    Add a video (*)

    Draw an image

    Import an image

    Select an image from the Greenfoot library

  • 7. An instance variable can be saved and accessed later, even if the

    instance no longer exists. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    8. A variable is also known as a ____________. Marcar para Revisin

    (1) Puntos

    Instance

    Class

    Field (*)

    Syntax

    Method

    9. In Greenfoot, the body of the method is located in between which of

    the following characters? Marcar para Revisin

    (1) Puntos

    Parnetheses ( )

    Curly brackets { } (*)

    Square brackets [ ]

    Asterisks **

    10.

    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?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Prueba: Working with Source

    Code and Documentation: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las

    preguntas que se muestran a continuacin. Las respuestas correctas

    estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    The list below provides actions you

    can perform in the Greenfoot code

    editor except one. Which one should

    Marcar para Revisin

    (1) Puntos

  • be removed?

    Write source code to tell the

    class how to act in the scenario.

    Review the class's inherited

    methods and properties. (*)

    Write and edit source code.

    Write and edit comments.

    2.

    The list below displays components

    of the Greenfoot source code editor

    except one. Which one should be

    removed?

    Marcar para Revisin

    (1) Puntos

    Documentation

    Comments

    Method body

    Instance creator (*)

    Class description

    3.

    In a Greenfoot if-statement, the

    programming statements that the if-

    statement executes are written in

    curly brackets. True or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    4.

    An if-statement requires which type

    of information returned from the

    condition?

    Marcar para Revisin

    (1) Puntos

    Integer

    Action

    True or false (*)

    Method

    5.

    In Greenfoot, which of the

    following methods display an

    object's orientation?

    Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas

    correctas)

    void move()

  • int getRotation() (*)

    int getX() (*)

    void turn()

    6.

    In Greenfoot, which of the

    following methods return the world

    that the instance lives in?

    Marcar para Revisin

    (1) Puntos

    World getClass()

    World getWorld() (*)

    getRotation()

    getXY()

    Prueba: Developing and Testing an Application: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    Which of the following is an incorrectly written programming

    statement? Marcar para Revisin

    (1) Puntos

    move(): (*)

    move(2);

    turn(25);

    turn(2);

    2.

    Which of the following features of Greenfoot will teach you how to

    identify bugs in your program? Marcar para Revisin

    (1) Puntos

    Code editor

    Compilation (*)

    Instance creation

    Documentation

    3.

    In object oriented programming, programmers analyze a problem and

    create objects to solve the problem. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

  • 4.

    From your Greenfoot lessons, Which of the following statements is

    most correct? Marcar para Revisin

    (1) Puntos

    My program is complete when it compiles.

    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 I add images to it.

    Prueba: Using Randomization and Understanding

    Dot Notation and Constructors: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. Which of the following Greenfoot methods returns a random number

    between 0, up to and including 10,000? Marcar para Revisin

    (1) Puntos

    Greenfoot.getRandomNumber(10,000)

    Greenfoot.getRandomNumber(10,001) (*)

    Greenfoot.getRandomNumber(9,999)

    Greenfoot.getRandomNumber(0-10,000)

    2. What does the following Greenfoot programming statement tell the

    class to do?

    if (Greenfoot.getRandomNumber(100) < 6) { turn(18); }

    Marcar para Revisin

    (1) Puntos

    If a random number is returned that is greater than 6, turn 18

    degrees.

    If a random number is returned that is less than 6, move 18 steps.

    If a random number is returned that is less than 6, turn 18

    degrees. (*)

    Turn 6 degrees, then turn 18 degrees.

    3. Which of the following comparison operators represents "greater

    than or equal"? Marcar para Revisin

    (1) Puntos

    >

    >= (*)

    = =

  • ! =

    4. In Greenfoot you can use comparison operators to compare a

    variable to a random number. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    5. 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?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    6. The first step to executing an if-else statement is to:____________. Marcar para Revisin

    (1) Puntos

    Execute the if statement

    Execute the else statement

    Evaluate the class

    Evaluate the condition (*)

    7. The list below displays characteristics of a Greenfoot world

    constructor, except for one. Which one should be removed? Marcar para Revisin

    (1) Puntos

    Defines the instance's size and resolution.

    Has a void return type. (*)

    Has no return type.

    Has the same name as the name of the class.

    Executed automatically when a new instance of the class is

    created.

    8. In Greenfoot, which keyword calls the World superclass? Marcar para Revisin

    (1) Puntos

    world

    constructor

    super (*)

    addObject

    new

  • 9. In Greenfoot, which of the following is the correct notation for

    calling a method for an instance of a class? Marcar para Revisin

    (1) Puntos

    object-name.method-name(parameters); (*)

    class-name.method-name(parameters);

    Method-name.object-name(parameters);

    Method-name.object-name;

    10.

    In Greenfoot, a semicolon is not necessary at the end of a method

    that uses dot notation. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    11.

    In Greenfoot, the origin of the world coordinate system (0,0) starts in

    the center of the world. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    12.

    Which keyword indicates that Greenfoot needs to create a new

    object? Marcar para Revisin

    (1) Puntos

    new (*)

    addObject

    newObject

    newClass

    Prueba: Defining Methods: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    In the Greenfoot IDE, any new methods you create are written in the

    class's source code, below the act method. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    2. In reference to Greenfoot, if the following method was defined in a Marcar para Revisin

  • superclass,

    public void lookForEdge(){

    ...

    }

    all subclasses of the superclass will inherit the method.

    True or false?

    (1) Puntos

    Verdadero (*)

    Falso

    Prueba: Using Sound and Keyboard Control: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    In Greenfoot, the sound file must be saved in the scenario and written

    in the source code for it to play. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    2.

    You cannot record unique sounds in Greenfoot. You can only use the

    sounds that are stored in the Greenfoot library. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    3.

    What type of parameter does the keyDown method expect? Marcar para Revisin

    (1) Puntos

    The password that will protect the class.

    The name of the key to press on the keyboard. (*)

    The name of the class that will use the key.

    The name of the sound file to play when the key is pressed.

    Prueba: Creating a World, Animating Actors, and

    Ending a Game: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

  • Section 1 (Responder todas las preguntas de esta seccin)

    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?

    Marcar para Revisin

    (1) Puntos

    world(300, 300, 2);

    Super(300,300,2);

    super(2,300,300);

    super(300,300,2); (*)

    2. A constructor is executed once in the course of a Greenfoot scenario.

    True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    3. Which of the following Greenfoot programming statements creates a

    new instance of Duke, and places him at x = 140, y = 130 in the

    world?

    Marcar para Revisin

    (1) Puntos

    addObject(new( ), 140, 130);

    addObject(new Duke( ), 140, 130); (*)

    new(addObject(Duke ), 140, 130);

    new(Duke( ) 140, 130);

    4. Which keyword is used to add an actor to a Greenfoot world? Marcar para Revisin

    (1) Puntos

    addObject

    add

    new (*)

    super

    5. Which of the following is the correct syntax for declaring a variable

    in Greenfoot? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    public variable-type variable-name; (*)

    private variable-name, variable-type;

    public variable-name variable type;

  • private variable-type variable-name; (*)

    6. In Greenfoot, what is the purpose of the variable type? Marcar para Revisin

    (1) Puntos

    Defines the access specifier used with the variable.

    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.

    7. Which operator is used to test if values are equal? Marcar para Revisin

    (1) Puntos

    <

    == (*)

    >

    !>

    8. In Greenfoot, the == operator is used to test if two values are equal.

    True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    9. The GreenfootImage class enables Greenfoot actors to maintain their

    visible image by holding an object of type GreenfootImage. True or

    false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    10.

    What does the following programming statement mean?

    image1 = new GreenfootImage("duke12.png);

    Marcar para Revisin

    (1) Puntos

    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.

  • 11.

    In Greenfoot, which method is used to end a game? Marcar para Revisin

    (1) Puntos

    Class.stop( );

    Greenfoot.stop( ); (*)

    Duke.stop( );

    Game.stop(1);

    12.

    Where can we review the available classes and methods in

    Greenfoot, including the stop method? Marcar para Revisin

    (1) Puntos

    Class menu

    Object menu

    Class Application Programmers' Interface (API)

    Greenfoot Application Programmers' Interface (API) (*)

    Prueba: Understanding Abstraction: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    From your Greenfoot lessons, which of the following are examples of

    when abstraction techniques are used? Marcar para Revisin

    (1) Puntos

    Assigning a sound file to an instance.

    Assigning a keyboard key to an instance.

    Assigning an image file to an instance.

    All of the above. (*)

    2.

    Abstraction occurs in many different ways in programming. True or

    false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    Prueba: Using Loops, Variables, and Strings: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1

  • (Responder todas las preguntas de esta seccin)

    1. From your Greenfoot lessons, which of the following are examples

    of actions that can be achieved using the while loop? Marcar para Revisin

    (1) Puntos

    Create 50 instances of the Duke class.

    Call the move method 1 million times.

    Call the move and turn methods 10 times.

    Create 100 instances of an Actor subclass.

    All of the above. (*)

    2. Which of the following is not a component of a while loop? Marcar para Revisin

    (1) Puntos

    Local variable

    Control operator

    Loop variable

    if statement (*)

    while keyword

    3. If an end to a while loop is not established, what happens? Marcar para Revisin

    (1) Puntos

    The code stops after 10 executions.

    The code stops after 20 executions.

    The condition becomes false after one minute of executions.

    The code executes and does not stop. (*)

    4. Infinite loops are a common cause of errors in programming. True or

    false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    5. An array is an object that holds multiple methods. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    6. In Greenfoot, arrays are a way to hold and access multiple variables,

    and assign different values to new instances each time the while loop Marcar para Revisin

  • executes and produces a new instance. True or false? (1) Puntos

    Verdadero (*)

    Falso

    7. Which of the following Greenfoot logic operators represents "not"? Marcar para Revisin

    (1) Puntos

    &

    &&

    =

    ! (*)

    8. In the Greenfoot IDE, what does the AND operator (&&) do? Marcar para Revisin

    (1) Puntos

    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.

    Compares two boolean values and returns a boolean value which

    is true if either one of the operands is true.

    Compares two boolean variables or expressions and returns a

    result that is true if either of its operands are true.

    9. In Greenfoot, a local variable is declared at the beginning of a class.

    True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    10.

    In Greenfoot, what types of values cannot be stored in a local

    variable? Marcar para Revisin

    (1) Puntos

    Class name

    Objects

    Integers

    World name

    Method (*)

    11.

    In Greenfoot, string concatenation reduces the number of redundant

    characters or phrases you need to type into each array. True or false? Marcar para Revisin

    (1) Puntos

  • Verdadero (*)

    Falso

    12.

    Which of the following is an example of string concatenation? Marcar para Revisin

    (1) Puntos

    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.

    Prueba: Creating an Inventory of Java

    Fundamentals: Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1.

    From your Greenfoot lessons, the __________ control structure is used to compare and make a

    decision. Marcar para Revisin

    (1) Puntos

    Conditional (*)

    Repetition

    Obsolete

    Rewind

    2.

    From your Greenfoot lessons, the __________ control structure is often referred to as loops. Marcar para Revisin

    (1) Puntos

    Conditional

    Repetition (*)

    Obsolete

    Rewind

    3.

    The construct listed below is described as a __________________.

    /**

    Marcar para Revisin

    (1) Puntos

  • * Get value and store in variable

    */

    Method

    Comment (*)

    Variable Assignment

    Instruction

    4.

    The construct listed below is described as a __________________.

    termvar = scanterm.nextLine();

    Marcar para Revisin

    (1) Puntos

    Method

    Comment

    Variable Assignment (*)

    Instruction

    5.

    What is wrong with the following line of code?

    System.out.println(termvar+; +termdef);

    Marcar para Revisin

    (1) Puntos

    There are parenthesis instead of brackets.

    There are parenthesis instead of curly braces.

    There are single quotes instead of double quotes. (*)

    The command is incorrectly capitalized.

    Nothing is wrong with the code.

    6.

    Which line of code contains a syntax error?

    Marcar para Revisin

    (1) Puntos

    2

    3 (*)

    4

    5

  • 6

    7.

    In which step to create a Greenfoot game do you find and resolve errors in the game? Marcar para Revisin

    (1) Puntos

    Define the problem

    Design the solution

    Program the solution

    Test the solution (*)

    8.

    In which step to create a Greenfoot game is the solution implemented? Marcar para Revisin

    (1) Puntos

    Define the problem

    Design the solution

    Program the solution (*)

    Test the solution

    9.

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

    (1) Puntos

    Change the environment, change the programmer, change the execution

    Change the execution, change the data, change the environment (*)

    Change the environment, change the execution, change the language

    All of the above.

    . 10The variations listed below are examples of changing what part of Q/A testing?

    Input numbers when characters are expected

    Input characters when numbers are expected

    Input symbols

    Marcar para Revisin

    (1) Puntos

    Change the environment

    Change the execution

    Change the data (*)

    None of the above

    Prueba: Java Fundamentals Midterm Exam

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

  • Section 2 (Responder todas las preguntas de esta seccin)

    1. Before you can begin to develop the animation storyboard, what must be defined? Marcar para Revisin

    (1) Puntos

    The code

    The debugging process

    The scenario (*)

    The control statements

    2. From your Alice lessons, inheritance means that the superclass inherits its traits from the subclass. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    3. In Alice, objects inherit the characteristics of their: Marcar para Revisin

    (1) Puntos

    Code

    Project

    Class (*)

    Program

    4. From your Alice lessons, what is a one-shot procedural method? Marcar para Revisin

    (1) Puntos

    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.

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

    false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    6. Which of the

    following actions

    would require a

    control statement

  • to control

    animation timing?

    (Seleccione todas las respuestas correctas)

    A biped object walking. (*)

    A rock object turning.

    A fish swimming. (*)

    A bird flying. (*)

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

    (1) Puntos

    Verdadero

    Falso (*)

    8. An Alice event is considered what? Marcar para Revisin

    (1) Puntos

    A party with at least 20 people.

    An object's orientation.

    Error handling.

    A keystroke or mouse click. (*)

    9. Which of the following statements about methods is false? Marcar para Revisin

    (1) Puntos

    Classes must be defined directly within a method definition. (*)

    Methods whose return type is not void are required to include a return statement specifying what to return.

    The order in which methods are listed within the class is not important.

    Java does not permit nesting one method definition within another method's definition.

    10. What do lines 7, 10 and 13 do in the following code?

    Marcar para Revisin

    (1) Puntos

  • 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.

    11. From your Alice lessons,

    which programming

    instruction represents the

    following movement: A

    turtle moves forward half

    the distance to the flower.

    Marcar para Revisin

    (1) Puntos

    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

    12. A loop can be infinite (continue forever) or conditional (stops upon a condition).

    True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    13. In Alice, we can avoid object collision using what? Marcar para Revisin

    (1) Puntos

    Slowing movements down.

  • Using math operators. (*)

    Downloading the Alice 3 collision detector app.

    Using object detection.

    14. In Alice, which of the following programming statements moves the butterfly

    forward, double the distance to the tree? Marcar para Revisin

    (1) Puntos

    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}

    15. From your Alice lessons, what does the Count control statement do? Marcar para Revisin

    (1) Puntos

    Executes statements a random number of times.

    Executes statements simultaneously.

    Executes statements a specific number of times. (*)

    Executes statements while a condition is true.

    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?

    Marcar para Revisin

    (1) Puntos

    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. No correcta

    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. (*) correcta

    17. From your Alice lessons, the "Checklist for Animation Completion" does not ask

    questions about the scenario and storyboards, because these are not valid parts of

    the animation creation process. True or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero

  • Falso (*)

    18. Which of the following is not a reason for why comments are helpful in an Alice

    program? Marcar para Revisin

    (1) Puntos

    Comments change the functionality of the program. (*)

    Comments describe the intention of the programming instructions.

    Comments can outline the programming instructions.

    Comments help during debugging and testing so the tester knows how the

    programming statements are supposed to work.

    19. If the value already exists in the variable it is overwritten by the assignment

    operator (=). True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    20. Which of the following is not a valid primitive type in Java? Marcar para Revisin

    (1) Puntos

    boolean

    String (*)

    long

    int

    double

    21. From your

    Alice

    lessons,

    variables

    are fixed

    and cannot

    be

    changed.

    True or

    false?

    Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    22. 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? Marcar para Revisin

    (1) Puntos

  • (*)

    Section 3 (Responder todas las preguntas de esta seccin)

    23. In Greenfoot, what happens if the condition is false in an if-statement? Marcar para Revisin

    (1) Puntos

    The programming statements are executed.

    The if-statement is executed.

  • The act method is deleted.

    The programming statements are not executed. (*)

    24. From your Greenfoot lessons, what are the ways that you can view a class's methods? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    In the scenario

    In the class's documentation (*)

    By right-clicking on an instance (*)

    In the Greenfoot gallery

    25. Which of the following type of audience should you ask to play your Greenfoot game during the testing phase? Marcar para Revisin

    (1) Puntos

    Testing

    Target (*)

    Primary

    Programmer

    26. When

    designing a

    game in

    Greenfoot, it

    helps to

    define the

    actions that

    will take

    place in a

    textual

    storyboard.

    True or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    27. What type of parameter does the Greenfoot playSound method

    expect? Marcar para Revisin

    (1) Puntos

    name of a sound file (as String) (*)

    name of an integer (as int)

    name of a keyboard key (as String)

  • name of the class (as String)

    28. From your Greenfoot lessons, the reset button resets the

    scenario back to its initial position. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    29. From your Greenfoot lessons, a scenario is a game or

    simulation implemented in Greenfoot. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    30. Use your Greenfoot knowldege: Abstraction occurs in many

    different ways in programming. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    31. In Greenfoot, the

    properties of an

    instance can be

    modified in the

    documentation.

    True or false?

    Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    32. What type of Greenfoot method would be used to turn an

    object? Marcar para Revisin

    (1) Puntos

    orientTo( );

    turnAround( );

    move ( );

    turn( ); (*)

    33. In the Greenfoot IDE, which type of variable allows

    instances to store information? Marcar para Revisin

    (1) Puntos

    Method variable

    Instance variable (*)

  • Class variable

    World variable

    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?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    35. In Greenfoot, a local variable is declared at the beginning

    of a class. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    36. In Greenfoot,

    what happens

    if the end to a

    while loop

    isn't

    established?

    Marcar para Revisin

    (1) Puntos

    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.

    37. From your Greenfoot lessons, which symbol represents string

    concatenation? Marcar para Revisin

    (1) Puntos

    Symbol &

    Symbol <

    Symbol =

    Symbol + (*)

    38. In a Greenfoot loop constructor, which component is a

    counter that controls how many times the statement is

    executed?

    Marcar para Revisin

    (1) Puntos

    Local loop

    While loop

    Loop variable (*)

  • Condition

    39. In Greenfoot, objects are created from: Marcar para Revisin

    (1) Puntos

    Methods

    Classes (*)

    Signatures

    Parameters

    40. From your Greenfoot lessons, what is incorrect in this code

    example:

    setLocation(getX(), (int) (altitude);

    Marcar para Revisin

    (1) Puntos

    Spacing

    Capitalization

    Parenthesis (*)

    Comma

    41. From your

    Greenfoot

    lessons,

    which of the

    following is

    an example

    of changing

    test data

    during a

    Q/A test

    cycle?

    Marcar para Revisin

    (1) Puntos

    Use a different operating system.

    Use the mouse instead of the keyboard.

    Use symbols instead of numbers. (*)

    All of the above.

    42. 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?

    Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

  • 43. In Greenfoot, defined methods must be used immediately. True

    or false? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    44. Use your Greenfoot knowledge to answer the question: Where

    are defined variables typically entered in a class's source code? Marcar para Revisin

    (1) Puntos

    In the defined method in the source code.

    Between the constructors and methods in the source code.

    After the constructors and methods in the source code.

    At the top of the source code, before the constructors and

    methods. (*)

    45. In Greenfoot, which method is used to add a new instance to a

    scenario when the world is initialized? Marcar para Revisin

    (1) Puntos

    addClass

    addWorld

    addObject (*)

    addInstance

    46. From your

    Greenfoot

    lessons,

    where

    should the

    stop method

    be inserted

    into the

    source

    code?

    Marcar para Revisin

    (1) Puntos

    In the defined method.

    In the act method. (*)

    In the import statement.

    In the class header.

    47. From your Greenfoot lessons, which type of constructor can be

    used to automate creation of Actor instances? Marcar para Revisin

    (1) Puntos

    Animal

  • World (*)

    Actor

    Vector

    48. From your Greenfoot lessons, which axes define an object's

    position in a world? Marcar para Revisin

    (1) Puntos

    (Seleccione todas las respuestas correctas)

    x (*)

    z

    y (*)

    w

    49. In Greenfoot, you can use comparison operators to compare a

    variable to a random number. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    50. Use you Greenfoot knowledge: What range of numbers does the

    following method return?

    Greenfoot.getRandomNumber(30)

    Marcar para Revisin

    (1) Puntos

    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.

  • Section 4 - Using Eclipse

    Prueba: Compiling with Eclipse - A First Program:

    Quiz

    Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las

    respuestas correctas estn marcadas con un asterisco (*).

    Section 1 (Responder todas las preguntas de esta seccin)

    1. When Eclipse launches, the Welcome page displays. Once this page is

    closed you cannot return to the resources available on this page. True or

    False?

    Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    2. Eclipse provides an edit area to help you navigate a hierarchy of information.

    True or False? Marcar para Revisin

    (1) Puntos

    Verdadero

    Falso (*)

    3. Eclipse provides views to help you navigate a hierarchy of information. True

    or False? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    4. Tabs are used when more than one file is open in the edit area. True or

    False? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    5. A perspective is described as: Marcar para Revisin

    (1) Puntos

    A combination of views and editors (*)

    A combination of views and windows

  • A combination of editor tabs

    None of the above

    6. The ______________ is the location into which you will store and save your

    files. Marcar para Revisin

    (1) Puntos

    Perspective

    Workspace (*)

    Editor

    None of the above

    7. A workspace can have one or more stored projects. True or false? Marcar para Revisin

    (1) Puntos

    Verdadero (*)

    Falso

    8. Identify the components in the image below.

    Marcar para Revisin

    (1) Puntos

    A-Main Method, B-Class, C-Package

    A-Class, B-MainMethod, C-Package

    A-Package, B-Main Method, C-Class (*)

    None of the above

    9. In Eclipse, when you run a Java Application, the results may be displayed in

    the Console View. True or False? Marcar para Revisin

    (1) Puntos

  • Verdadero (*)

    Falso

    10.

    A _______________ is used to organize Java related files. Marcar para Revisin

    (1) Puntos

    Project

    Workspace

    Package (*)

    Collection

    11.

    You need to _______________ Java code to generate