Gaddis: Starting Out with Alice Test Bank Chapter One 1 Chapter One
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1 Gaddis: Starting Out with Alice Test Bank Chapter One 1 Chapter One MULTIPLE CHOICE 1. A sequence of steps that must be taken to perform a task is called a(n): a. Algorithm b. Program c. Binary d. Computer 2. A file containing machine language instructions that can be directly executed by the computer is called a(n): a. Executable program b. Application c. Source file d. Instruction set 3. Because of Alice s drag-and-drop interface, Alice programs cannot contain a. Syntax errors b. Runtime errors c. Logical errors d. Errors 4. The following button is used to run an Alice program. a. Go b. Play c. Run d. Start 5. An object can have: a. Properties and characteristics b. Properties and methods c. Methods and players d. Methods only 6. The Alice galleries contain: a. Objects b. Properties c. Programs d. Classes 7. The only language a computer can understand is a. Basic b. Machine language
2 Gaddis: Starting Out with Alice Test Bank Chapter One 2 c. The Alice programming language d. Java 8. Machine language instructions are written in a. English b. Decimal c. Binary d. Assembly 9. Which of the following is used to add objects to an Alice world? 10. Which of the following is used to edit a method associated with an object? 11. What would you use to add a snowman to an Alice world? 12. Which property would be used to make an object invisible? d. Invisibility 13. Which property would be used to make an object purple? d. Invisibility 14. Which property would be used to show the location of an object in relation to the center of the world?
3 Gaddis: Starting Out with Alice Test Bank Chapter One 3 d. Location 15. When an object is rotated, it turns around its a. Viewpoint b. Center point c. Middle point d. Rotation point 16. When an Alice world is first created, it must contain the following objects: a. World only b. Camera only c. World and camera d. World, camera, and Alice TRUE/FALSE 1. True/False: You can create 3D animations in Alice. 2. True/False: Syntax errors are easy to create in Alice. 3. True/False: Most people prefer to program directly in machine language. 4. True/False: The instructions in a program must be carefully written so they follow a logical sequence. 5. True/False: Because the computer s operations are so basic in nature, a meaningful task can only be accomplished if the computer performs many operations. 6. True/False: An algorithm is a set of instructions that a programmer can translate into a programming language. 7. True/False: The speed slider is used to alter the speed of a program as it is running. 8. True/False: The Go button is used to run an Alice program. 9. True/False: Properties are used to specify characteristics of an object.
4 Gaddis: Starting Out with Alice Test Bank Chapter One True/False: The opacity property could be used to make an object red. 11. True/False: The invisible property is used to make an object invisible. 12. True/False: An object can be made up of other objects. 13. True/False: If an Alice world contains three instances of a chicken, then the chickens must all face the same direction. 14. True/False: The camera is an object that is automatically placed in every Alice world. FILL IN THE BLANK 1. A(n) is a sequence of steps that must be taken to perform a task. 2. A computer is a set of instructions that a computer follows to perform a task. 3. is the only language that computers understand. 4. Machine language instructions are written in. 5. Misspelled keywords, missing punctuation characters, and other such errors are called errors. 6. A computer is merely a command for the computer to perform on of the operations that it knows how to do. 7. The Editor is used to create and edit methods. 8. The button is used to run an Alice program. 9. An Alice world is created by placing items in the world. These items are called. 10. are used to specify an object s characteristics. 11. The property would be used to make an object red. 12. The property would be used to make an object invisible.
5 Gaddis: Starting Out with Alice Test Bank Chapter One A(n) is a set of programming statements associated with an object. 14. In programming terminology, an object is said to be a(n) of a class. 15. The Alice galleries contain, which are used to create an Alice world. 16. The mode is used to add objects to an Alice world. 17. Objects in an Alice world can be moved in directions. 18. The position of the camera, including the direction in which it points is called the camera s. 19. When an object is rotated, it turns around its point. 20. An object s property shows the location of the object in relation to the center of the Alice world.
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