Download - Oracle Answer (Rafi-Orilya.blogspot.com)
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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